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#31 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
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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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#32 |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
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Wonderful Research !
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#33 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
Posts: 847
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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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#34 | ||
Samurai Navy
![]() Join Date: Mar 2005
Location: Fort Worth, Texas
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![]() Quote:
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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#35 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
Posts: 847
Downloads: 56
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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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#36 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
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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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