![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#376 |
Seaman
Join Date: Apr 2009
Location: Fishers, Indiana
Posts: 37
Downloads: 106
Uploads: 0
|
![]()
This test results imply that, on the average, it took five additional minutes for your u-boat to detect the merchant ship with hydrophones, with 10% merchant ship engine reduction(less noise). That suggests that the merchant ship needed to be closer for the u-boat to pick up the propeller sounds. It might cause a u-boat on patrol to miss a number of potential targets.
Does this make any difference to the historical accuracy of the distance the hydrophone was suppose to reach? If not, the mod is not the problem I thought it was. Does anyone from the GWX team know the historical accuracy in SHIII? FoM
__________________
|
![]() |
![]() |
![]() |
#377 |
Chief of the Boat
|
![]()
In RL if a submarine speed was 4 knots, the submarine's underwater sound detector average distance of detecting another object was:
- for a destroyer- 5 to 10 nautical miles, - for a cargo ship- 3.5 to 7.5 nautical miles, - for a convoy- up to 50 nautical miles. The detection range however was also dependant on sea conditions. |
![]() |
![]() |
![]() |
#378 |
XO
![]() Join Date: Nov 2007
Location: Canada
Posts: 424
Downloads: 45
Uploads: 0
|
![]()
Hi to all, as I had already discussed with Thomsen, we may play with the mass ships instead of engines power.
This gives to ships a higher inertia, so not only the acceleration is lower, but the stop too! and probably the turning ability, also. I know in .dat files there are the real ship mass values.. but are we sure SH3 engine computes 1 kg as a real 1 kg ? ![]() |
![]() |
![]() |
![]() |
#379 |
Admiral
![]() |
![]()
(deleted because of wrong information)
Last edited by h.sie; 05-06-09 at 07:20 AM. |
![]() |
![]() |
![]() |
#380 |
XO
![]() Join Date: Nov 2007
Location: Canada
Posts: 424
Downloads: 45
Uploads: 0
|
![]()
Hi, no.. we won't get more points because they are linked to ship type and not to ship mass, ....at least, it's what I know!
So, yes.. we can have a try.. in my opinion it should be better than modify the engines power. At that time, I increased my U-boat mass 10 fold to have an experiment, and I got a complete stop only after 10km after I turned off the engines! Moreover I was able to get a full speed only after 10-15 minutes! I don't remember the turning ability.. So, it should works... |
![]() |
![]() |
![]() |
#381 |
Admiral
![]() |
![]()
I have deleted my last posts above and I apologize for my wrong information and irritation. Newer tests show that the reduced eng_power-value DOES NOT affect the sound a ship produces and so does not affect the sonar range.
sorry, sorry! |
![]() |
![]() |
![]() |
#382 |
Seaman
Join Date: Apr 2009
Location: Fishers, Indiana
Posts: 37
Downloads: 106
Uploads: 0
|
![]()
Thanks for your honesty, h.sie. I was more upset about this mod not working correctly than the Swine flu panic. I will continue to use this mod with confidence. Any new development would be appreciated.
FoM
__________________
|
![]() |
![]() |
![]() |
#383 |
Seaman
![]() Join Date: Dec 2008
Posts: 39
Downloads: 12
Uploads: 0
|
![]()
i found a problem, the type XXI u-boat speed is roughly 6 knots too slow in every config. surfaced, submerged, and submerged w/snorkel. submerged without snorkel gets 16 knots flank but that only lasts a few minutes as it will creep down to 13.
didnt notice this being mentioned on any of the last 3 pages or in the OP so i thought i would let you know. |
![]() |
![]() |
![]() |
#384 |
Admiral
![]() |
![]()
yes, I also found out, that reducing eng_power for submarines does not only reduce acceleration, it unfortunately also reduces max. speed, while for surface ships, eng_power does NOT affect max. speed, only acceleration, as desired.
for my private use, I plan to raise the max speed value of the submarines sim-files in order to compensate that effect. if there is any interest, I could share it with others, but I do not guarantee anything. use on your own risk. h.sie Last edited by h.sie; 05-12-09 at 03:01 AM. |
![]() |
![]() |
![]() |
#385 |
Seaman
![]() Join Date: Dec 2008
Posts: 39
Downloads: 12
Uploads: 0
|
![]()
if it makes the subs behave like they should then by all means release it! what matters is how they perform ingame right?
now i have a question.. You'll never again see a ship sinking on it's own, no matter how hard the storm is. is this because they were intentionally changed so that wouldnt happen or was it an unintended side effect? i will miss that happening, it was pretty funny to see. |
![]() |
![]() |
![]() |
#386 |
Seaman
Join Date: Apr 2009
Location: Fishers, Indiana
Posts: 37
Downloads: 106
Uploads: 0
|
![]()
I would be interested in the u-boat speed correction, if you please. Thanks for your research.
FoM
__________________
|
![]() |
![]() |
![]() |
#387 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]() Quote:
being flooded in Game. This is something that happened, and still happens, in real life. SH3 has a somewhat real approach to this. To totally remove this is paramount to changeing the physics of the real world. No Ships will ever sink in a Storm henceforth! ![]() |
|
![]() |
![]() |
#388 | |
Admiral
![]() |
![]()
if I remember correctly, there was a special mod created called SinkingShipFix from SubTypeZero, which prevents ships from sinking by high waves. I guess, it has been done by lowering the gc_height value. Thomsens mod also lowers gc_height. That might be the reason, that ships don't sink by waves.
In a few days I'll make a private version of that mod with gc_height not so drastically reduced, so that ships are not so very stable as in Thomsens mod. Quote:
|
|
![]() |
![]() |
![]() |
#389 |
Admiral
![]() |
![]()
...as one easily can find out, reducing eng_power for Submarines also drastically reduces their maximum speed for stormy weather. The max. Speed for Surface Ships is NOT affected by eng_power.
So I suggest not to mod the Submarines, because otherwise they would have a big disadvantage in heavy seas. People who want to follow my suggestions can do the following: 1. Disable the Thomsen Mod using JSGME 2. Delete the Submarine Subfolder of the Thomsen Mod. 3. Enable the Mod. But if desired, I also could make a new downloadable Mod with Submarine folder already deleted. |
![]() |
![]() |
![]() |
#390 |
Seaman
Join Date: Apr 2009
Location: Fishers, Indiana
Posts: 37
Downloads: 106
Uploads: 0
|
![]()
I think making a new download file with the submarine folders removed would be the best choice. Too many new captains coming on board would not know about the u-boat speed problem and leave the folders in believing they belong. I would probably, if reinstalling the mod, forget to remove the folders and question why all u-boats were moving so much slower in heavy seas. I do forget things, sometimes.
Thanks for asking for our opinions. FoM
__________________
|
![]() |
![]() |
![]() |
|
|