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Old 07-21-07, 09:47 AM   #31
Canonicus
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Quote:
Originally Posted by Steeltrap
Hi Canonicus.

One question: does changing those flood rates have any effect on depth change rates once you are already dived? i.e. does it only affect rate of diving from surfaced state? What about from 150'-200' if you've been at 150' fro 30 minutes?

Either way, it seems to me that the current situation of being able to change depths at the same rate at any speed is clearly unrealistic/flawed.


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Well... I guess the only way to know would be to input the higher flooding rates and then go do a little testing.

Is it unreasonable to think that if you were to make the ballast tanks flood faster that it also might have the effect of making them blow faster, as well?

I do know that with the higher flood rates in place,you go down much faster from the surface. As far as the effect on sub-surface depth changes and the time it would take..I'm not sure.

Again...it would need to be tested.

Would be interesting to see if it does.

Last edited by Canonicus; 07-21-07 at 04:43 PM.
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Old 07-21-07, 09:50 AM   #32
nomad_delta
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Just realized I didn't post this along with the chart:

All "dive" times are time from surface to 120 feet.
All "surface" times are time from 120 feet to 22 feet.

For the dives I didn't have the sub stop at 120 but rather continue past it as fast as possible to avoid having it slow down to level off at that depth so I would get consistent measurements.

Same for the surface times -- I stop the clock when the sub reached 22 feet, as each sub takes a while to level off once it reaches the top and I didn't want that affecting the measurements.

Mostly what I'm after are the dive times relative to eachother, to make sure they make sense in context -- which they don't.

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Old 07-21-07, 10:25 PM   #33
chopped50ford
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When your diving, you have to remember the air has to escape the ballast tanks through small holes and the positive bouyancy has to reverse to the negative to get any momentum downward. It takes time. In game, I normally crash dive then come back up. It seems to be quicker in time...but I havent put a clock on it either.

Im my experience as a real Helmsman/Planesman ...on both early and late 688 Subs, there was a huge "dive time" difference between "Sail Plane" boats to the dive planes on the bow.

If my memory serves me right, the bow plane boats submerged much faster because of the help of both sets of planes (stern planes/bow planes) working together. In the "Sail Plane" boats, the sail planes did not come into full effect until the decks were completely awash with 10' of the sail under water.

I know that there is a huge difference here (especially in boat types), but i do recall everytime we dove, it was down first then back up to PD...never from the surface directly to PD. It was hard enough to keep it 5-10 feet below the surface w/out broaching.

We should be glad that PD in this game is pretty consistant. Our Helmsman/Planesman are awesome since (unless your in a sea state 3-5 storm) the top of the boats never broach the surface of the water.

Imagine if they put in a "chief of the watch " feature and you had to pump or remove ballast from front, rear or center to keep the boat level. In a sense, it wouldnt be a bad idea. Then you can pump out ballast especially if your taking in water from damage.

These boats have normally (1) pump...the newer boats had several...each controlled by the C.O.W.
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Old 07-22-07, 05:39 AM   #34
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Wow, my guess really stirred up a hornet's nest.

Great reading and testing guys, maybe something can be modded of this by you smart guys.
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Old 07-22-07, 11:22 AM   #35
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Here's my impression: I started in '43 with a Gar class and green crew and diving seemed to take at least 60 seconds. Now, at the end of '43 I've got a Balao class sub and the lowest rank on board is Petty Officer 3rd class and now the sub dives in about 45 seconds.
So I assume that the rank and experience of the crew influences the dive times. Can anybody confirm?
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Old 07-22-07, 02:15 PM   #36
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Diving times in TM 1.3a are very quick.
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Old 07-22-07, 04:19 PM   #37
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I can't confiirm with hard testing, but my impression on watching my porpoise dive times improve over the course of two years of war patrol, is the efficiency of the crew is a factor.
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Old 07-23-07, 12:22 AM   #38
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So how can we tweak diving times if we want to but don't use TM 1.3a?
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Old 07-23-07, 04:47 AM   #39
PepsiCan
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Speed and diving times

Hi

I think we should slightly focus the question. It is not as to how fast a sub should dive and it is also not about whether a crew's efficiency leads to better dive times.

The primary point uncovered through Nomad_delta's excellent method of test-and-prove, is that the relationship between speed and dive times is inverse!

And it is clearly wrong, given logic and given reality, that boats dive slower when they have more speed.

So, it seems that there should be a variable in the SIM files somewhere that got reversed or maybe the code in the executable reverses the interpretation of the variable in the SIM file. Either way, it's a bug and it is the second one Nomad_delta has uncovered since 1.3 came out (the Contact/Influence switch not working being the first).

I think we need to ask for a patch 1.4.
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