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Old 01-29-06, 03:37 PM   #31
VonHelsching
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Quote:
Originally Posted by Ducimus
Quote:
Originally Posted by VonHelsching

Well, if detection is a function of RPMs, this fix makes the XXI less detectable (by lessening the RPMs of the electrics...). If we push the RPMs even lower for fuel consumption it would be a silent as a fish...

I havent had my coffee yet, but are you sure your not thinking about E Motor Horse Power?
Eeeeek!
Neither had I, before writing my post (coffee). Thus I need some sleep. You are right, of course...

Definitly, RPMs are not a function of HP
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Old 01-29-06, 03:46 PM   #32
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Originally Posted by Cdre Gibs
Ok, as far as the RWR, RADAR & RADIO Masts plus the snorkel - I WAS gonna redo the models BUT - PACK3d cant open the sensor DAT file.


So until PACK3D's updated (dont hold ya breath) I cant do much more.

Sorry
DAMN!

Thanks for the answer, Gibbs. I understood about 40% of your post, BUT I had something similar in mind...To replace the image of the radar with a dummy graphics file; Or even better, to put in the schnorchel mast a radar receiver (which was done in real life something like 20 seconds before the end of the war, right? )

Is it only Pack3d that one may open .dat files? Any other commercial program? I have a friend that does industrial design and he has A LOT of graphics related software.
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Old 01-29-06, 10:38 PM   #33
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To be able to get at the models contained within Sensor.Dat - yes we need Pack3D to open it. As you already know Textures are not a problem, but the actual models are.

At this stage I am unaware of any other method or program that will extract the models out of a SH3 Dat file.

PS: Umm this thread would be better off in the Modworkshop forum me thinks.
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Old 01-30-06, 01:59 PM   #34
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Default type XXI battery problems

I discovered that the continuously charging battery glich in SH3 is not in fact a glitch. The actual Type XXI had this very problem. The ships systems, along with the revolutionary drive system ( a partial diesle electric design, where the rather weak diesle engines were supplimented by the electric motors, while cruising on the surface, or snorkeling.) With the electric motors constantly drawing current while one was ALSO charging the batteries. This resulted in a small amount of current being drawn from the batteries before they reached the fully charged state.

I read this in "The u-boat, the evolution and technical history of German Submarines, by Eberhard Rossler" Which is a tome of information for any u-boat enthusiast.
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Old 01-30-06, 02:10 PM   #35
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Default Re: type XXI battery problems

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Originally Posted by pythos
I discovered that the continuously charging battery glich in SH3 is not in fact a glitch. The actual Type XXI had this very problem.

This argument has come up before, and one reason, in an earlier thread i put "fix" in quotations, since some might not view it as a real fix. Personnaly i sit on the fence of realism mixed with gameplay. In otherwords, if somet things make for poor gameplay, then maybe they should be adressed? Frankly i find having to manually switch to standard propulsion each and every time annoying as bloody hell. Realistically, shouldnt the cheif engineer be doing this on his own accord when the charge is as complete as its going to get? Realistically, the captain doesnt micromanage every aspect of ships operations, thatss why he has Jr officers and petty officers that he delgates to.

To me this is much akin to other minor things that make for poor gameplay. Another such example is snorkelling with not even half a meter of the snorkel showing above the surface, and getting kicked out of time compression because some sunderland with 0.3cm radar has parked an ashcan behind the wintergarden. Realistic? Perhaps? Annoyng? Most definatly.
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Old 01-31-06, 12:22 AM   #36
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Default Re: type XXI battery problems

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IWith the electric motors constantly drawing current while one was ALSO charging the batteries. This resulted in a small amount of current being drawn from the batteries before they reached the fully charged state.
Well, this should explain the 15,6 knots flank surface speed of the XXI...I find it difficult for a modern sub (by the era's standards) to be less hydrodynamic on the surface than a Typ VIIB.
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Old 01-31-06, 12:47 AM   #37
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Default Re: type XXI battery problems

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Originally Posted by VonHelsching
Well, this should explain the 15,6 knots flank surface speed of the XXI...I find it difficult for a modern sub (by the era's standards) to be less hydrodynamic on the surface than a Typ VIIB.
But it may well be. It was not designed for surface operations, like the previous boats. This is a trend continued in all modern subs; they're just not designed to be a good surface vessels and are thus relatively slow and un-manueverable there.
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Old 01-31-06, 01:02 AM   #38
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Personnaly i think the 15 kt surface speed has more to do with hull design then any functionality of the diesal/eleictric drive.

An XXI is built for better hydrodynamics while submerged. A type VII performs better surfaeced. It doesnt take a mechanical genious to draw this conclusion, just look at the two hulls, along with rudder/propeller assemblies.

To take it a step further, examine and compare a Type VII to a Type XXI to a modern era submarine. Whats the top surface speed of a modern nuclear submarine anyway? I'll wager its quite low as compared to its submerged speed.
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Old 01-31-06, 01:13 AM   #39
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Originally Posted by Ducimus
To take it a step further, examine and compare a Type VII to a Type XXI to a modern era submarine. Whats the top surface speed of a modern nuclear submarine anyway? I'll wager its quite low as compared to its submerged speed.
There's a startling difference, actually. I believe the Akula-class nuclear sub is listed at 33kt max speed (submerged) and only 10 on the surface. :hmm:
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Old 01-31-06, 02:55 PM   #40
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Default type XXI engines

The reason the type XXI had weaker surface drives was because the ship was designed to spend a vast majority of its time underwater. The diesles provided the power to the generators while snorkeling which was limited in speed due to occilations of the snorkle and periscope, which made periscope observations impossible above certain speeds, and the near loss of the first type XXI while on snorkle trials and a sympathectic harmonic was set up in the snorkle mast, which caused the mast to litterally snap. Snorkles were no joke when it came to sensitivity. It was only quick acting on the crew of that boat that saved them and it.

With this knowlege the weaker diesles were used.

The Wilhelm bauer's diesles are even smaller and weaker than the wartime version, but these were not connected in any way to the propeller shaft.
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Old 02-01-06, 12:23 AM   #41
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Default Re: type XXI engines

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Originally Posted by pythos
With this knowlege the weaker diesles were used.

The Wilhelm bauer's diesles are even smaller and weaker than the wartime version, but these were not connected in any way to the propeller shaft.
Pythos,

Are the speeds allowed in the game while snorkeling with an XXI realistic?

Thanks
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Old 02-02-06, 11:12 PM   #42
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Default snorkling speeds

My knowlege in that area is limited to what I have read. Problem with a lot of literature in this area is that there is little to no speed info. Now with that said, and with the slim knowledge I have from personal experience I would say no. I would think being limited to 1/3 would be more realistic, especially for the types VII and IX.

The type XXI I would think could go a bit faster, but sympathedic harmonics are really really horrible, and can break the strongest structure, so I would think there would be a limiting factor solely based on this factor.

I would imagine the reason the devsdid not model correctly was once again due to the time constraints, but also lack of knowlege when it comes to snorkels.
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Old 03-05-06, 08:42 AM   #43
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- BUMP -

*UPDATE*. See first post.
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Old 03-12-06, 11:39 AM   #44
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- BUMP -

*FINAL UPDATE*. See first post.
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