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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | ||
Navy Seal
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Actually, Admiral Lockwood was a lot like that in his thinking about the submarine biz. He dismissed captains right and left for not pushing all the time to develop more contacts. According to Eugene Fluckey, Lockwood would tolerate one unproductive cruise, but when you cane in with a second one, you were done. When Lockwood welcomed you back he took your log. Then when you met with him you defended every single decision during your cruise. On your way back out again he would give you copies of the logs of his top boats to study and imitate their methods and results or......off with your head!
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#17 | |
Sailor man
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In other words, your boat stays on the surface, regardless of bow plane angle, until your tanks have admitted enough water to make you heavy enough to start sinking, and this happens at the same rate regardless of your speed. However, as they say on TV, I am NOT a Real Submarine Captain, so it all might be the purest horsecrap. :P) |
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#18 | |
Rear Admiral
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But really... Im no expert either but I think if you could tuck those bow planes into the water at say 12 knots or so... the bow would dip a hella lot faster than if it was sitting still. :hmm: |
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#19 | |
Eternal Patrol
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#20 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
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You do dive faster if you're moving, but dive time from "surfaced" condition does not only depend on speed, ballast and dive plane angle. You also need to get your watch crew below deck and secure the hatches, and it's that that takes a lot of time. Try diving from a "decks awash" (no crew on deck) condition; sub will start changing depth immediatly. You'll reach desired depth a lot faster at ahead full then when stationary.
Again with the fuel?! ![]() ![]() AFAIK RFB sets the "ahead standard" bell to a compromise between efficiency and speed. Yes, you can get a bit more economy out of the engines, but you'll sacrifice travel time. "In RFB, every sub has been configured to obtain its best balance between speed and range with the Ahead Standard bell." If you look up the range of a particular sub, it's usually note as "x miles at 10kts". To me, this means 10kts is typical cruising speed for a fleetboat. Actual speed depends on the captain and his personal preference. All IMHO, of course. ![]() And from the "RFB perspective", can't say for stock. :hmm:
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#21 | |
Rear Admiral
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As far as the crew clearing the deck they seem to just vanish in the blink of the eye :rotfl: or sometimes they dont leave the deck at all :hmm: All this conjecture of fuel economy is really nit picking. But its kind of fun to fuss over such details. |
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#22 |
Navy Seal
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Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
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The ballast tanks already being flooded should play a part, definitely. Kinda hard to figure out how exactly the game is modeling things just by looking at it. :hmm:
When you order a dive, the boat settles a bit deeper almost immediatly and the speed will begin to drop. Then it holds for a bit, and then slowly goes under, crew "pops" ( ![]() Probably all down to ballast (game-mechanic wise), with a small delay programmed in to simulate the crew going below and securing the hatches. Don't get me wrong; debate the finer points of fuel economy all you want, I certainly enjoy following the discussion. I'm just to lazy to be setting my speed down to exactly 9,5kts every time nowadays. ![]() Was pretty annoying with the excessive interruptions from planes in stock. ![]()
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Contritium praecedit superbia. |
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#23 | ||
Sailor man
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#24 | |
Rear Admiral
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#25 |
Ocean Warrior
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...
but ... everybodys been in a Hilton! :rotfl: :rotfl:
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#26 |
The Old Man
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I posted a report on STOCK game test results for battery endurance and charge times. I've found it necessary to link back to this discussion and report many times:
http://www.subsim.com/radioroom/show...ry+charge+time It's the people running mods who have poor fuel endurance test results due to tweaks that try to lower the boat in the water to reduce wave riding artifacts. This technique causes the game engine to detect increased water resistance and decrease the range and surface speed. Result: The stock game accurately depicts correct, historical fuel range, battery endurance and recharge times when historical techniques are applied to game playing style. In WWII, fuel was life and captains horded it like their own blood, saving every drop of reserve for aggressive attacks. My advice to use 1/3 speed for charging was not for the purpose of increasing range but to decrease charging time while keeping your boat in an aggressive profile. You can dive quicker, evade quicker, turn faster, accelerate to full speed faster if your boat is already moving (not to mention you get to your patrol area faster, thereby increasing your kill score between port stops.) -Pv- |
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