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Old 04-11-07, 12:23 AM   #31
U-Bones
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New test of 367ft crash depth. Porpoise in Quick Mission Photo Recon

Pseudo log
17:50 352ft Silent Running - f9 compartment has some flashing of lights.
18:00 353ft 1.5kt
18:10 353
18:12 353 occasional Flashing lights in F2 compartment.
18:15 353 no damage
18:17 353 Rig Red
18:20 353 Battle Stations & Damage Crew
18:25 353 Secure from Silent .050720 HULL Damage
18:51 353 Graphical leak in F2 - probably started earlier was using TC
18:51 353 Periscope Depth .229138 HULL Damage
18:54 054 .229138 HULL Damage
18:55 Surfaced - Charging
19:00 Crash Dive
19:01 157 Ahead Std Order 368 feet
19:02 295 Ahead Slow
19:05 350 3kts
19:07 364 flashing lights an sporadic leaks in F2
19:08 367 Silent Running
19:10 368 1.5kt .289664 HULL Damage
19:15 368 1.5kt .289664
19:25 368 1.5 .289664 Major flashing
19:45 369 1.5 .482148 HULL Damage
19:46 369 Taking Damage, Pressure Hull, Batteries --- HULL Damage @ 1.000000 - ouch - was this because i exceeded .499992 and flash flooded ?
19:46 369 Blow Ballast, Surface, Ahead Full
19:47 3-> Laundry list of broken components. No scew turns.
19:48 325 Diesel fuel gone.
19:48 325 Swirl of Death

This felt right. No 3rd party damage in the equation, just hull stressing. Fudge factor in place - starts to degrade hull above crush - it is not a switch. A quick visit to crush and pop back up would probably not effect hull. Hanging out there is risky. It IS a snowball effect

Creep speeds can hold depth if you are undamaged and not leaking. Even works with weak hull. Sub interior gives sufficient clues when you are too deep. Ignore at your own risk.

One hour just above crush - hull at 77% - normal trim and operations. At 77%, can take another 30 minutes at crush. But that is IT. When it fails it fails. Zero flooding until hull fails, minor graphical leaks only.. nothing in saves except hull damage.

Hull failure was catostrophic. Flooding time was not a factor.

I am pretty eager to play these settings vs a few scattered DC's.

Settings used:

NSS_Porpoise.cfg
;===============
max depth set to 250m 820ft (allows suicide dive)

NSS_Porpoise.zon
;==========
Hull HP 425 ; stock is 320?
Crash Depth 112m 367ft - US Navy figures (250 test x 1.5 = crash)
Crash Speed .025 - I am thinking maybe slightly slower (2x) would be perfect.

Zones.cfg
;================
; New Sub Section
;================

[PeriscopeAttack]
Critic Flotation=0.499992 ;;; use lower to see if capped at 50% ?
FloodingTime=200000 ; .000005 a tad faster than slowest

[PeriscopeObservation]
Critic Flotation=0.333333
FloodingTime=1000000 ; .000001 is slowest possible leak
;================

Save files show settings from attack scope were used.

Bulkhead types were set to NULL instead of Wall, but did not seem to be a factor in this scenario. When your hull hits 1.000000 its over. It just lets you play a couple more minutes

Problems I am noticing...
Everything. Gets. Damaged.
Batteries. Always. Die. Hard.
Pumps are self sufficient.
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Old 04-11-07, 05:50 AM   #32
Redwine
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Wonderful Research !
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Old 04-11-07, 10:19 AM   #33
U-Bones
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Discussion moved to new thread, [TEC] Crash Speed
http://www.subsim.com/radioroom/showthread.php?t=111500

It is no longer about zones.cfg
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Old 04-11-07, 10:43 AM   #34
akdavis
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Quote:
Originally Posted by U-Bones
Quote:
Originally Posted by tater
^^^except every time I am on the bottom hoping to repair, the damage seems to accelerate (as if I'm getting collision damage sitting on the bottom).

tater
Yeah but I imagine you did not have silly slow crash speeds like I did for this test.

Sad thing is - even if you do sit on the bottom at say 300ft, repair all your damage, and pump out all the water.... I dont believe you can get up in most cases because hull damage = weight.

I am afraid it is usually not the flooding that takes you to the bottom it is the invisible hull damage weight. I am hoping hard that this is not the case... I am still waiting for the right damage combo.
I am certain this is the case. There have been several reported cases of subs only taking reported damage to external components, but immediately losing all "buoyancy" in one half of the sub. My own example is an S-class that took a hit from a string of 3 aircraft bombs shortly after submerging. The only damage reported or shown was to the decoy launcher and the deck gun. However, the sub entered an immediate rapid tailslide. The tailslide was arrested before the sub crushed, but she went very deep. At no point was more damage reported or shown. There was no flooding and no sign of progressive loss of buoyancy. I soon found that depth could be maintained indefinitely using the engines. This was because of the sub's extreme angle, which become greater with increasing depth (the sub nearly stood on tail at 350 ft.) The sub could cruise at periscope depth with the bow clear of the water.

It was as if, as you have said above, the sub's back half became instantly heavier, but with one exception: as soon as the sub was back on the surface, the tail stopped sinking and would not resume sinking unless the sub dove to anything below surfaced depth.

To repeat: bulkheads or flooding or reported hull damage were never involved. There were no additional damage reports beyond the initial reports of damage to decoys and deckgun. The part of the sub that took the hit from the bombs simply became "heavier."
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Old 04-11-07, 11:00 AM   #35
U-Bones
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Please see the testing in new thread, [TEC] Crash Speed
http://www.subsim.com/radioroom/showthread.php?t=111500

It is no longer about zones.cfg - that file simply has little impact anymore and I would like this thread to die.
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Old 04-18-07, 01:42 PM   #36
U-Bones
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It seems that zones.cfg has new importance.

Changes in the 1.2 patch include several new zones, all in the uboat section. Flt = Fleet ???


> 198=FltDeckGunStern
> 199=FltTorpRmFront
> 200=FltTorpRmStern
> 201=FltEngineRoom
> 202=FltComRoom
> 203=FlakFore

> [FltComRoom]
> Category=Command Room
> Multiplier=1.0
> Flotability=18.0
> HitPoints=200
> Destructible=No
> Armor Level=-1
> Critic Flotation=0.25
> Critical=No
> Effect1=#dc_bubbles, 30
> FloodingTime=360

> [FltTorpRmFront]
> Multiplier=1.0
> Flotability=43.0
> HitPoints=200
> Destructible=No
> Armor Level=-1
> Critic Flotation=0.1
> Critical=No
> Effect1=#dc_bubbles, 30
> FloodingTime=860
> CargoType=None

> [FltTorpRmStern]
> Multiplier=1.0
> Flotability=18
> HitPoints=200
> Destructible=No
> Armor Level=-1
> Critic Flotation=0.1
> Critical=No
> Effect1=#dc_bubbles, 30
> FloodingTime=360
> CargoType=None

> [FltDeckGunStern]
> Multiplier=1.000000
> Flotability=0.000000
> HitPoints=200
> Destructible=No
> Armor Level=1
> Critic Flotation=0.300000
> Critical=No
> FloodingTime=59.999996
> CargoType=None

> [FlakFore]
> Multiplier=1.0
> Flotability=0.0
> HitPoints=200
> Destructible=No
> Armor Level=1
> Critic Flotation=0.300000
> Critical=No
> FloodingTime=59.999996
> CargoType=None

> [FltEngineRoom]
> Category=Engines Room
> Multiplier=1.0
> Flotability=43.0
> HitPoints=200
> Destructible=No
> Armor Level=-1
> Critic Flotation=0.15
> Critical=No
> Effect1=#dc_bubbles, 10
> Effect2=#Oil_trace, 20
> FloodingTime=860
> CargoType=None
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