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08-31-16, 04:48 PM | #31 |
Machinist's Mate
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09-01-16, 02:04 AM | #32 |
Dipped Squirrel Operative
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^ So you can sniff and smell in stereo?
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>^..^<*)))>{ All generalizations are wrong. |
09-01-16, 06:27 AM | #33 | |
Ace of the deep .
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09-16-16, 02:20 AM | #34 |
Ace of the deep .
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Will there be something to do regarding loading torps ? 4 crew but 5 jobs etc . Which one do you leave out for the moment . I would hate to be stuck down the back the whole gametime with not much to do while in multiplayer . Maybe there could be an aft torpedo that can only be manually loaded from the rear compartment crew member . Maybe have some diesel engine maintenance or something . I would love to see the blue flames come out of the engine like in Das Boot .
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09-16-16, 01:14 PM | #35 | |
Hellas
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hello Neal, i think that sh series (i mean sh3 ,sh4 and sh5) are very overestimated in regard to be considered as simulators. From sh1 till sh2 things were developed smoothly in sim parts but ,after that, sh3 (...sh4...sh5) brought nothing new on sim development. With sh3 they presented additionally on sh2 : a)some nice 3d graphics (thats ok) , b) a crew 'management' system (which is non interesting part for a simulator and the devs themselfs 'admited' that by making it automatic in sh4) and c) -and most interesting feature- the dynamic campaign.Which campaign proved not so 'dynamic' becuase of the repetation of known sunk ships or the randomness of ships following allways the same route from the same startpoints. This feature was really interesting but needed development,something that left unfinished to the next versions too.End result is that campaign left half 'dynamic' and were no any development to the only (imo) new interesting feature that sh3 presented. On the other hand in sh3 ,sim elements that were allready built in sh2 vanished ,things like the target's dial heading,the torpedo's run time dial , the impact angle dial (which reappeard in sh4) or the elevation degrees scale in scopes and they added nothing new. From my point of view,the point that 'saved' these 'simulators' all these years is exactly the fact that they were very easily moddable and people loved that. For these been said and from what i am reading from subsimers all these years ,their deep desire (and mine) is a pure sub simulator.We never had that (after sh2) and next sh versions failed to deliver. i don't believe that anyone really wants one more reproduce of sh series as you wrote in your message. One more thing that history show is that 3d graphics is not making the trick anymore so the gameplay is what must be the top priority. ( graphics can be up leveled any time later) I agree with you that it is time to play a different way but by 'different' i mean that it is time to play (at this life) a real sub simulator.That is what is really missing ,we don't have it all these years so it is wrong to say that we had it with sh3,4,5 becuase we didn't. Don't take me wrong, i am not shooting the project here.On the contrary,i really like the project and some of its features (i have written about it on some other of my posts) , i am just putting my thoughts for a constructive (future?) development that i believe will be a real success. Closing my message and resuming it , i would suggest to focus on three things (with that order): 1. sim elements , 2. gameplay and 3. as possible it can be...moddable. 3D Graphics can wait and can be done any time later,allready they are at an ''acceptable'' level. ps: ''Danger from the Deep'' were on a good road and it was really sad that they discard it. Atmospheric and focused all the best to the efforts for a making a really good game
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05-15-19, 06:29 PM | #36 |
Watch
Join Date: Jul 2006
Posts: 19
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First; awesome sim, congratulations and about how to operate ballast tanks, looking at the diagrams, I think: handwheel on the stern bulkhead of the control room was for ballast tank no 1 vent valves and handwheel on the forward bulkhead of the control room was for ballast tank no 5 vent valves. The levers controlling vents of both chambers of the ballast tank no. 3 starboard and port were above in the control room( and maybe no.2 and 4) so in Wolfpack we operate no 1, no 5 and negative.
Last edited by mambo; 05-15-19 at 08:12 PM. |
05-15-19, 06:57 PM | #37 |
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http://www.subsim.com/radioroom/atta...1&d=1557964388
http://www.subsim.com/radioroom/atta...1&d=1557964531 http://www.subsim.com/radioroom/atta...1&d=1557964593 |
05-15-19, 07:02 PM | #38 | |
Ocean Warrior
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Fwiw, be wary of the road that things appear to be going down. Ultra-detailing desired by some was a major part in killing off flight-sims.
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"Realistic" is not always GAME-GOOD." - Wave Skipper |
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05-15-19, 08:10 PM | #39 |
Gefallen Engel U-666
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Welcome aboard!
Mambo!
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"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe" |
05-17-19, 03:52 PM | #40 | |
Seaman
Join Date: Apr 2018
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I think this might be the correct Diving procedure, but i think Point 12 is not correct. The so called "Untertriebszelle" is filled with seawater in an wartime Trip on surface.its is blow out when the bridge gets under the waterline. The "untertriebszelle" should allow a much quicker diving time. That means that the small „untertriebszelle“ in Wolfpack should filled with seawater on surface at begin of the patrol, when the game get it right. |
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05-17-19, 04:24 PM | #41 |
Seaman
Join Date: Apr 2018
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In a german type VIIC there are 5 different forms of ballast tanks with the correct german vocabulary:
1) Tauchzellen = MBT 2) Regelzellen = Regulation Tanks (own translation) for fitting the boat to different watertemperature, salinity, consumption of supplies etc. 3) Trimmzellen = Tanks to keep the horizontal diving position (to compensate the heavy wight of the diesel engines f.e.) 4) Untertriebszelle = crash dive Tank 5) Torpedoregelzelle = are filled immediatly when the torpedo gets out, to compensate the lost of wight and prevent a liftup of the bow The diesel fuel was also stored in the saddle tanks outside. The fuel was swimming on the seawater in the saddletanks. When the fuel gets empty over the time, more and more seawater gets through the openings on the bottom of the saddletank and the boat gets heavier over the time. So the Regelzellen have to blow out more and more to hold the correct position. |
05-17-19, 04:31 PM | #42 | |
Grey Wolf
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05-17-19, 04:36 PM | #43 |
Seaman
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In this picture you see the handling of the quick vents for the quick flooding of the MBT (Tauchzellen) for a crash dive.
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05-17-19, 06:43 PM | #44 |
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Vent valve MB tank 2 and 4 (Blue)
Vent valve MB tank 3 (Green) |
11-29-19, 10:49 PM | #45 |
Bilge Rat
Join Date: Nov 2019
Location: Monument, CO
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Introduction and About Saddle Tanks . . .
Hello! I just registered at Subsim. I am excited to participate in this forum, because I am incredibly fascinated by WWI and WWII submarines. Also, I found this forum stumbling around during some research.
Be warned though: I have MANY questions. One of these involves the saddle tanks of the Type VIIC and the stability bulges of the Italian Navy's Submarines (WWII). From plans of a VIIC it seems the tanks were placed at the upper body of the ship. Would it be logical to place them along the whole side instead of just the upper area? I put in an image of the plans I am referring to. |
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ballast, tanks, valves |
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