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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | |
Loader
![]() Join Date: Oct 2011
Posts: 89
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I would sugggest 80 16 4 or something similar.
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Dietrich von Carlewitz, 2nd Lt. U-29 |
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#17 |
Sea Lord
![]() Join Date: Mar 2011
Location: In the conning tower of my VIIC scanning the sea through the periscope
Posts: 1,698
Downloads: 173
Uploads: 7
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This is a U-boat's crash dive procedure:
1. An electric bell gives the alarm. 2. The bridge watch prepares the bridge (close voice tube, demount portable machine guns, remove water-tight binoculars from UZO, remove radar detector aerial if necessary, etc.). 3. Simultaneously, vent valves for ballast tanks 5, 2/4, Quick diving tank (if empty) and 3 are opened in that order flooding from bow to stern to overcome the natural stern heaviness of the boat. If fuel is in ballast tanks 2 and 4, the main vent valve is opened with the inner vent valve remaining closed to equalize pressure in the ducts. 4. Simultaneously, the Petty Officer of the Watch goes below to his action station at the forward hydroplanes; the port quarter look-out follows to his action station in the conning tower with the Commanding Officer. The starboard quarter look-out goes below to the after hydroplanes. The Officer of the Watch is the last to go below. It is his duty to close the conning tower hatch. He then goes to his action station in the Control Room. 5. Simultaneously, close Supply and Exhaust air ventilation valves and any other openings in the pressure hull. 6. Planesmen position fore plane down and stern plane up. If it is a crash dive personnel not on watch might be ordered to move to the forward torpedo room to help get the bow under water. Initial angle of dive 4-7° to avoid propellers "racing". 7. Simultaneously, engine room personnel shut down and unclutch Diesel engines and shut the external air intake and exhaust valves. 8. Simultaneously, electric motor room personnel start electric motors 9. When the desired down angle is achieved (normally 12-15° but can go as high as 30 ° in a crash dive - at more than 40° acid may leak from battery cells) vent valve for ballast tank 1 is opened. 10. Simultaneously, the planes are brought to neutral position. Shut off Papenburg depth gauge at 18 meters and Precision depth gauge passing 20 meters. 11. Quick diving tank is blown just short of empty to avoid releasing bubbles. This should result in the boat being at slightly positive buoyancy because the Regulating/Compensating tank is adjusted and maintained to achieve that. 12. Once tanks are flooded, the valves are shut 13. When desired depth is approached forward dive planes were moved up and stern down to level the boat at desired depth. 14. Boat is maintained at depth dynamically by use of the dive planes. 15. Because air in the regulating tanks compressed with increasing depth the boat would grow heavier and the ballast pump or compressed air would be used to keep the boat at slightly positive buoyancy the opposite would occur if the boat moved to a shallower depth and water would be taken in. There' a lot can go wrong in a procedure this complicated. The seamen in a U-boat are also tired and stressed, their close ones might have just died in the Eastern Front or in the bombings of German cities and most of the seamen are recruits, not professional soldiers with years of practice behind them. However I agree with CaliEs that the failure percentage could be smaller. Playing the game might get too difficult with the values now planned. I hope that the values can be changed easily to match each player's preferred difficulty level.
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[SIGPIC][/SIGPIC] NYGM+H.sie v16+Stiebler 4C+MaGui WS Last edited by sublynx; 09-10-12 at 11:09 AM. Reason: typo |
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#18 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
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It´s ready in truth. I´m just playing a campaign with all this on it to have a last (and complete) feeling having all working together. I will release it some few days ahead, just waiting then, for this fining tunning. ![]()
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#19 | ||
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
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Thanks by yours comments and suggestions. ![]() As I said one post above I´m playing the game with all these things together (also with last Hsie&Stiebler fix) and I can say that the result is very good! IMHO, the main problem in stock crash dive time is that it is exactly the same all the time. In real life we can guess for sure that it was not. Even the different sea states probably make it be different for each time, just imagine now with all the above procedures described by sublynx ... The Crash dive randomization (as it is now) just abort completely the crash dive by 10%, the others 90% is just a normal crash dive with different times to acomplish it. In the game that I´m playing now, it is setted to vary from 0 sec (normal) to more 40 sec. It´s in truth a very small difference: probably in real life the difference was much major if just one of the above procedure had only a small delay. So, I agree that a very big differences in CD could be not the best option, but as it is now on CD randomization it is far from this. I intend to make the CD randomization adjustable by users, it´s relatively simple to implement this on the code....Then probably you will finish with yet more agressive times than the ones that i´m playing now ... just for challenge purposes! ![]()
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#20 | |
Sea Lord
![]() Join Date: Mar 2011
Location: In the conning tower of my VIIC scanning the sea through the periscope
Posts: 1,698
Downloads: 173
Uploads: 7
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![]() Quote:
![]() True,that is very likely to happen. You seem to know well how we SH3 gamers think ![]()
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[SIGPIC][/SIGPIC] NYGM+H.sie v16+Stiebler 4C+MaGui WS |
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#21 |
Soundman
![]() Join Date: Sep 2007
Posts: 149
Downloads: 195
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Have you had the chance to test it out more- is the code working as intended? And do you have any more information on changing the sensors? I've gone and reduced the maxheight of the visual sensor to 5, which seems to work ok- but when leaving port, with constant planes buzzing around, I only "spotted" one of them with the periscope sensor, out of the maybe 5 flying around lorient. Does this sound correct- to me, it seems as if I'd only see maybe 1/5 planes around, which seems a bit extreme. What is the detection like on your end?
thanks |
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#22 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#23 | |
Soundman
![]() Join Date: Sep 2007
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thanks for the hard work |
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#24 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
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![]() Don´t forget to also check your sensors.dat periscope visual sensor max distance to we accumulate info on the matter, it will be useful. The crash dive randomization is ready as i already said, i´m just finning tunning. Yesterday I lose alll my self modded sh3 by clicking on JSGME wrong button - that one that disable all mods...a bit tired, late night...and...GOD! How were the 60 mods last 3 years install ordem? I had not a recent snap shot of my mod ordem install!! ![]() ![]() ![]() Well, seems that now i have it working again. JScones, JSGME author, really needs to put that button away or make it generate a instant snap shot of the mod install before uninstall everything. A suggestion! ![]()
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#25 |
Nub
![]() Join Date: Feb 2011
Posts: 2
Downloads: 59
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Hi Rubini! Thanks for mods, I use some. I can offer a few ideas
Is it possible to increase the dive from the surface at hot keys * D * and * P * to 3-5 minutes? Minimum depth, which takes type 7 at crash dive was 40 meters. Dive in shallow waters require more time. You can make the sound FuMB. This output from the shipboard internal sound system, like alarm. But I don"t know how it sounded. My English is bad. Do all clear? |
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#26 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
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Nice to have you at subsim! If I understood well: - You suggested to make also the normal dive and periscope dive to be more long in time - yes it´s possible, but I like as it is now...unless someone could show us that the RL normal dive time was much major than the one that we have in stock game... - To adjust your crash dive for each uboat look at it´s .cfg file. You just need a simple text editor to change it - so no mod is necessary - The FuMB had "sound" in RL? Anyhow I noticed that the SH3 script sounds aren´t always synchronized with objects that have short annimations on SH3. This can be a limitation.
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#27 |
The Old Man
![]() Join Date: Apr 2008
Location: Denver, CO
Posts: 1,529
Downloads: 334
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Have ypu worked any more on the crash dive randomization? I loooked thru the long patrol script thread and didn't notice anything.
Just wondering. Thanks. ![]()
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“Prejudice is blind. There will always be someone who says you aren’t welcome at the table. Stop apologizing for who you are and using all your energy trying to change their minds. Yes, you will lose friends, maybe even family. But you will gain your self-respect. You will know your worth. Once you have that, nothing can stop you.” |
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#28 |
Seasoned Skipper
![]() Join Date: Mar 2008
Location: Oakland CA, USA
Posts: 737
Downloads: 570
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this looks really cool, cant wait to try
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#29 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
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Yes, the crash dive randomization is already ready since some months; i also added to the package a update to "Long patrol Script" mod, including an "real time" Abandon boat" mod (with lifeboats going away from your uboat, real scutlle charges that sink your uboat and a roll dice on your fate after that). The Crash dive randomization also includ randomization time to normal dive, PD and SnorkelDepth, all them optional. Lately i also update the Air torpedo mod to version 3 that includes dolphins and whales eventually at your campaign that are really detectable (visual and hydrophone), just to "add" atmosphere for the game. But never released any of them because i´m too busy at RL, so I have not the time to adapt all these features to the big mods or to support the possible users of these mods in time. I guess that I will have a better and more fun life in some months ahead, then, I probably will release this package. I just can say that I´m playing the game a lot with all this package and, IMHO, it adds a lot to the game, much more fun and challenge than before, because the game have more action in a good sense, more variety, more possible fates, more tense moments. Obviously all these in top of our communitty lastest graphical and improvement mods. ![]()
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#30 |
The Old Man
![]() Join Date: Apr 2008
Location: Denver, CO
Posts: 1,529
Downloads: 334
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Thanks for the update. I eagerly await the release. I would rather see it sooner than later but I totally understand how real life gets in the way of things. Enjoy life, have fun.
Without modders like you and your dedication, Silent Hunter would be dead. Thanks. ![]() ![]()
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“Prejudice is blind. There will always be someone who says you aren’t welcome at the table. Stop apologizing for who you are and using all your energy trying to change their minds. Yes, you will lose friends, maybe even family. But you will gain your self-respect. You will know your worth. Once you have that, nothing can stop you.” |
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