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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Sea Lord
![]() Join Date: Mar 2005
Location: Grid CH 26, Spain ,Barcelona
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You can use a sealed helmet wich is filled by water when the flood level raise in your boat.
full realism :hmm:
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#17 | |
Weps
![]() Join Date: Apr 2007
Location: Nottinghamshire
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#18 |
Weps
![]() Join Date: Apr 2007
Location: Nottinghamshire
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Seriously... we need some flood water in the compartments.
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#19 | ||
Mate
![]() Join Date: Nov 2006
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:rotfl::rotfl:best and funniest idea I've heard all day |
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#20 | |||
Grey Wolf
![]() Join Date: May 2007
Location: Little Saigon, San Jose, California
Posts: 944
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#21 | |
Rear Admiral
![]() Join Date: Mar 2005
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Water in the compartment would be cool but very very hard to make convincing. Things that should float (maps, pencils, etc) would not (float). Items shorting out and sparks flying, sloshing and splashing, all very hard to model. Besides the majority of the time flooding is in the fore or aft (engine rooms / torpedo rooms). If water has reached the CC your in deeper stuff than water. |
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#22 | |
Ace of the Deep
![]() Join Date: Mar 2001
Location: Midwest - USA
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#23 |
Weps
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Location: Nottinghamshire
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Yeah, yeah... I know the other issues are more important. You need playability first. But games like Half-Life 2, Far Cry and FEAR model water in loads of rooms and they look convincing. Here you don't have entire cities, islands, factorys to create. Just the inside of a handful of rooms. I was honestly really surprised when I found that in this recent release, and with the capabilities of todays computers, it was just passed up for the old SH3 damage sketch. A bit of steam and some spray, oh and the lights. Fair point?
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#24 | |
Rear Admiral
![]() Join Date: Mar 2005
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At the end of the day you would still spend a majority of time looking at your map. The devs did the best they could within the timeframe they were given. If I remember correctly the 'death' screen in SH3 was not much to get excited about either. |
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#25 | |
Officer
![]() Join Date: Feb 2007
Location: Upper Midwest USA
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Submerged, at neutral buoyancy, unanswered flooding sufficient to show on the deck in control (meaning the bilge sumps and all spaces below the control room are fully flooded) would result in immediate loss of the vessel. Flooding sufficient to float charts and pencils about would also flood out the pump room. The question then is if the auxiliary tanks (safety, negative, and normal trim) could be blown fast enough to overcome 4000+ cu ft of seawater, or, failing that, if MBTs could be also be blown fast enough and if the air banks have sufficient volume to do both at the same time. That's where someone with the desire to do the math needs to look. The fleet sub manuals don't have easy charts showing total reserve buoyancy, extrusion speeds from tanks, etc. (Although safety and negative are rated for full 3000 PSI air, so they get dry in a hurry.) But the control room compartment is about 12% of total internal volume, so . . . On my SSBN we could totally flood only two of the water-tight compartments and survive, even with an emergency blow. (And only one of the two at a time.) Any of the other three compartments flooding would result in sinking with no recourse. Those calling for visuals showing control room flooding in the game just don't understand how these boats were built or operated. If the forward TR were modeled there you could show flooding since the deck plates are right above the bilges and water sufficient to slosh around ankles wouldn't be fatal amounts. But not in the control room. |
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#26 |
Ace of the Deep
![]() Join Date: Mar 2001
Location: Midwest - USA
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snow, very very good.
didn't think about that, but a great point. If it got that far, way too late..... I don't think modeling the bilges would be very easy. ![]() |
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