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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1681 | |
Black Magic
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![]() Good news on the Orbit Launcher ![]() |
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#1682 | |
Lieutenant
![]() Join Date: Nov 2006
Location: St. Petersburg, Russia
Posts: 264
Downloads: 72
Uploads: 0
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#1683 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() Talking about min/max speeds reported in the second set of data, the one taken from the Germanan manual, after having a closer look into the aforementioned source I have discovered what they are for. Diesel engine speeds are relative to two different (sea ?) conditions, named A and B. As for Electric propulsion speeds, max speeds apply to surface navigation, thus the big difference with min speeds (due to the extra drag caused by boat's superstructure and armament during submerged navigation). Unfortunately, I don't think the game takes the above factors into consideration. Concluding, given the linear proportionality between r.p.m. and speeds, I think that the best way to set EngineProperties relative to each speed order, is calculating them from rpm's, as rpm'sr are lesser affected by disturbance factors (such as weather conditions, drag, etc.) compared to navigation speeds. In order to do it, we need to know maximum operative rpm's. The "U-boat Information for U-boat Type VII C" reports the following figures for both M.A.N. and G.W. Diesel engines (pp. 118, 124) Full load: 470 RPM Overload: 480 RPM Maximum load: 490 RPM Coparing the two sources I have recently mentioned, I think the "Maximum load" was the theoretical maximum speed that an engine in operational conditions wouldn't have been pushed to. Therefore I would set max diesel rpm to 485. As for Electric motors, this limit had to be a bit higher than 300 RPM, though I couldn't find any explicit mention to it in the sources I have consulted so far. Using the above figures (480-485 and 300 rpm's) as reference, we should set EngineProperties as follows: According to British Admiralty records: Code:
[Diesel] AheadSlow=0.33 AheadOneThird=0.54 AheadStandard=0.64 AheadFull=0.97 AheadFlank=1.00 [Electric] AheadSlow=0.20 AheadOneThird=0.37 AheadStandard=0.53 AheadFull=0.78 AheadFlank=0.93 Code:
[Diesel] AheadSlow=0.37 AheadOneThird=0.57 AheadStandard=0.71 AheadFull=0.91 AheadFlank=0.98 [Electric] AheadSlow=0.18 AheadOneThird=0.37 AheadStandard=0.53 AheadFull=0.83 AheadFlank=0.95 ![]() Code:
[Diesel] BackSlow=-0.37 BackStandard=-0.43 BackFull=-0.52 BackEmergency=-0.82 [Electric] BackSlow=-0.18 BackStandard=-0.37 BackFull=-0.53 BackEmergency=-0.83 Last edited by gap; 04-19-13 at 04:08 PM. |
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#1684 |
Ocean Warrior
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Hi TDW
![]() As I mentioned in the NewUIs thread, I returned to the game after a short break and tested today all new patches since the version 1.0.75.. short report: 1. Render Patches Change12 - Disables rendering of torpedo line not working at all.. ![]() ![]() 2. TDC AOB and Speed dials fix Change3 - Fixes TDC Speed dial resetting Change4 - Fixes TDC Speed dial resetting When these two changes are enabled auto targeting is not working.. Changes 1 and 2 (AOB dial fixes) are working correctly.. 3. Fixes torpedo circle runner chance This patch is not working correctly or, on the other hand, it is working better than excellent ![]() ![]() ![]() Other torpedo patch - Checks for torpedo rudder jam on initial turn - is working properly, one circle runner torpedo for every two-three tests.. ![]() 4. Revised AI Crew Damage control seems is working correctly so far, but this patch requires much more testing as it happened the last time ![]() PS: not tested Orbit Listener patches, there is reason ![]()
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#1685 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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WOW Volodya, congratulations on your good testing work
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#1686 |
Ocean Warrior
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Ooops..
Thank you for reminded me, Gap.. I again forgot to ask ![]() TDW, do we still need AI Crew Damage Control Revised Zones.cfg when using AI Crew Damage Control patch?
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#1687 |
Stowaway
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#1688 |
Ocean Warrior
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I will PM you a bit later so as not to spam in the thread
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__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#1689 |
Black Magic
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Hello from Portland
![]() - the actual problem of the unit falling through the ocean bottom is because of a timing issue in the code. One part of the code is updating the unit's depth with a new - offset every frame update while another part of the code checks to see if it's under ocean bottom every 5-6 frame updates (which then adds a small offset to try and raise it above the ocean bottom when it finds it below - problem is this small offset addition isn't large enough to counter all the - offsets from the previous frame updates). Once the destroyed sub/ship reached 500m in depth the game would finally remove it. I have code to fix the falling through ocean bottom problem now. - the other problem with destroyed ships/subs is that there is a deletion timer set to 30.0 seconds. After the destroyed sub/ship hits the sea floor then a deletion timer is started. Once 30.0 seconds is up the destroyed sub/ship is removed from the game. I have code to override this now. The new code reads a memory value that: - if set to a value less than 0 will cause the unit to never be deleted - if set to a value >= 0 will cause the unit to be deleted after the deletion timer = value. There are a couple of small problems I'm still working out on the new code. One is the unit will slightly bob up and down on the sea floor with the new code. I have to modify the new code so that when the unit contacts the sea floor it 'sinks' in just a little and thus doesn't bob up and down. The other small problem is the effects are continually played (destroyed noise and bubble effects) if the unit is set to never delete. I'm still looking for a couple of controllers so that I can disable them when the unit hits the ocean bottom. Now the great thing about the new code is the game still treats the unit as an active unit in the game - meaning you can still collide into it and it will cause damage, it can be picked up as a contact by destroyes and escorts thus providing a false contact (them thinking it's a sub). I'm still looking for the code that deletes airplanes immediately when their HPs are <= 0 ![]() |
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#1690 | |
Samurai Navy
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#1691 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#1692 |
Seasoned Skipper
![]() Join Date: Mar 2005
Location: UK
Posts: 683
Downloads: 104
Uploads: 1
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The circle runner patch works, and I've combined it with the rudder jam (which is essentially the same thing?) but it's overall frequency is very high. I'm getting far more than 2.5%, anecdotally, it's nearly 40 to 50%. Whether this is affected by gyro angle, or your torpedo man's skills I don't know...
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#1693 |
Swabbie
![]() Join Date: Aug 2007
Posts: 10
Downloads: 27
Uploads: 0
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Hello,
I have applied all patches using the generic patcher on sh5.exe and the .act files and my game crashes when using the periscope. As far as i know, everything else is working as intented, but when accessing the attack periscope by clicking on it, the game crashes without any error message. Any guess? |
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#1694 | |
Ocean Warrior
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__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#1695 | |
Sparky
![]() Join Date: Aug 2012
Posts: 157
Downloads: 344
Uploads: 3
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