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Old 02-13-08, 09:46 PM   #46
Torps
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FR Ratio

Quote:
Originally Posted by swdw
Quote:
Originally Posted by linerkiller
I have tried this mod yesterday....it works perfectly!
Just one thing: Watching old photos of American subs, we can easily notice the line of floodholes at the bow barely above the waterline...With this mod on,this line of floodholes is now situated just UNDER the waterline!

As you can see, the stern profile is now perfect, but the bow needs just a little heightening
Yes this is true. The problem is that the boat does not sit like it's suposed to in the water, so a compromise level will need to be reached as the stern sits higher than it should. This will take some experimentation.

Torps brought this up, and we'll be playing with the draft some more. Just remeber, these are "roughed in" as stated, which means theres room for adjusting.

If the FR_ratio problem can be fixed OR if the origin of the model can be moved w/o screwing everything up, we might be able to get it right.
I sent UBI the link to the thread I created about the sub ride height and the the stern sticking out of the water. Last thing I was told, was this issue was forwarded to the appropriate R&D department. So it might be in the addon???
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Old 02-14-08, 06:05 AM   #47
hyperion2206
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This idea is great and yet I had to deinstall it for a really good reason:
The sub now sits so low in the water that the fuel consumption is too great. I left Midway in January 1944 for the Bashi channel and although I only had made 1/3 of the voyage I only had enough fuel to go another 7000 miles, before I installed this mod I would get this message after I had completed my objectives.
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Old 02-14-08, 08:04 AM   #48
JSF
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I noticed the same thing....Thought it was because I mishandled the boat during transit.

Just started new career so now I have to detour thru Ausieland for refit on fuel to make it back to Pearl. So the positives with this mod so far, IMHO 1) much quicker dive times 35secs on 2 bells, and 2) the sub has taken on a more realistic profile on the surface....Eye Candy, which is important to me.

Cons seem to be slightly higher fuel consumption. Kind of adds a newer challenge in a game that is becoming routine. Over all I like this mod in conjunction with RSRD and will continue working with it. I'm sure the fuel coefficient will be resolved in time.

This is still a good piece of work!
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Old 02-14-08, 08:52 AM   #49
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Depends on the boat- the Gato in ROW and TM was given a >15,000 mile range. Other boats had longer legs than they were supposed to also. Using the Gato as an example, we can't find anything over 11,000 listed for the Gato. So the reduced range may not be due to fuel consumption. If you get 11,000 miles at 10 knots (can vary with weather), you get the actual max range for the boat. Tests run after the changes averaged 11K miles. I'll make some more checks to make sure this is still the case.

However, that being said, I asked Skwasjer a couple of days ago and learned the entry for the variable in the game is in miles, not nautical miles, so we'll be applying the 1.15 multiplier to the entered ranges as it seems most ranges are not clear as to whether they are in miles or nautical miles. This means the Gato will be raised to 12650.

People are welcome to take this mod and change the ranges. Changes like this were the reason I added the caveat in the first post that because this mod is part of RFB, there may be some things people don't like in it. But changes can be made. After the RFB release, I'll work on 2 versions of this mod for those used to the longer ranges.
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Old 02-14-08, 09:38 AM   #50
sneekyzeke
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Default MPG

I'd like to re-iterate something i discovered & posted about last summer; it still works. If you want max mileage, manually set your speed to 9 7/8ths knots (click just to the right of 10 knots). You will get something like 14,000 NM out of the Gato, for example. Is it a cheat? Uhhh, who cares? Sneeky
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Old 02-14-08, 12:14 PM   #51
DavyJonesFootlocker
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Dude I played with this installed and WOW! Things look far better now. I noticed a drop of 1 knot during 2/3 speed (from 7knots to 6 knots) probably due to the lower profile (drag) of the boat relative to the water line. Excellent work!
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Old 02-15-08, 02:21 AM   #52
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FYI

Bug Report:

This breaks the "Dive to Max Depth" functionality of of TM 1.7.6. This functionality is implemented by a repurposing of the Snorkel Depth command found in the sub.cfg file on the snorkel depth line.

It looks like the value use is a percentage value of max depth. So, the snorkel depth for TM looks to be set for the Gato at 210%. I suppose you mod could be made to work if you start first with the CFG files from TM.
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Old 02-15-08, 02:45 AM   #53
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Here is the change that was made:

[Properties]
PeriscopeDepth=18.3;meters
SnorkelDepth=210;meters <==============
CrashDepth=40;meters
MaxDepth=100;meters
SurfaceDepth=4.7752;meters
TorpLaunchMaxDepth=30;meters
StormConditions=7,0.1;max wind speed [m/s], max rain intensity [0,1]
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Old 02-15-08, 03:47 PM   #54
M. Sarsfield
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I just installed this today and I like what I see so far. I especially like the estimated range at current speed fix.
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Old 02-15-08, 04:04 PM   #55
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Quote:
Originally Posted by swdw
we can't find anything over 11,000 listed for the Gato.
swdw: can you tell if listed ranges assumed the use of the fuel ballast tanks? I don't know if they were part of the original design and would be included in the specs or if they were a war time conversion that increased the range beyond the original spec. The fact that you had to send men on deck and under the superstructure to install blank flanges makes me suspect the latter.
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Old 02-15-08, 04:32 PM   #56
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I really like this mod, I installed in the middle of my campaign with the USS Skate (Balao class) I found no problems with the ships range when heading out to the patrol area at 2/3. I also found that on calm seas my ship looks exactly like those photos with the floodholes just above the waterline at very slow speed.

This mod is definately a must have for me
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Old 02-15-08, 05:40 PM   #57
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Little hint here for everyone: use Ahead Standard when cruising to and from your patrol zone. With the current test build of RFB, with the Gato, I average 11,300 nautical miles max range when cruising at this bell (set to 10 knots in the mod), which is exactly what the sources say the Gato performed to. I can get to and from Midway out to the southeastern coast of Japan and be able to complete a 40-50 day patrol with no problems.

Cruising at ahead 2/3rds or Ahead Full will waste both fuel and time.
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Old 02-15-08, 07:52 PM   #58
M. Sarsfield
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I confirm what Luke says. I ran the engines at 2/3, took a range reading, and then did the same for standard, and full, allowing some time for the boat to get up to speed at each setting. Std. is definitely the optimum speed/range ratio for the Gato.
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Old 02-16-08, 09:04 AM   #59
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Quote:
Originally Posted by AlmightyTallest
I really like this mod, I installed in the middle of my campaign with the USS Skate (Balao class) I found no problems with the ships range when heading out to the patrol area at 2/3. I also found that on calm seas my ship looks exactly like those photos with the floodholes just above the waterline at very slow speed.

This mod is definately a must have for me
I have tried the mod only during my career with a Gar...could you post some screens of your sub with the mod on? Maybe there is a problem only for the tambor hull .....
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Old 02-16-08, 09:24 AM   #60
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Tambor and Gar range is 11,000 miles at 10 knots The std bell for them is 51% or 10.2 knots. Best fuel consumption is at 10 kn even.
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