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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#76 | |
Seasoned Skipper
![]() Join Date: Jan 2006
Location: South Carolina, CSA
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![]() GWX 3, JSGME 2.3, Sh3 Commander 3.2 SH3 Gen 8.1, Water Stream for U-boats, LRT LITE 2.0, Lifeboats for SH3 |
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#77 | ||
Stowaway
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#78 |
Stowaway
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And just for a laugh, everyone check out this thread from last year:
http://www.subsim.com/radioroom/show...light=interval :p What a difference 6 months makes. ![]() |
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#79 |
中国水兵
![]() Join Date: Jan 2004
Location: Germany
Posts: 275
Downloads: 135
Uploads: 0
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@nvdrifter: Hi, I asked about download servers in the SH3 thread, but now I got your mod from the alternative link you have on this thread. I´ll try it out as soon as my next patrol starts and I´m really thankful for your mod. I´ve read so many U-Boat stories and long repairs where a crucial issue and adds more atmosphere and certainly new tactical decisions!!!
Great stuff, I´m away to try it, thanks in advance!!! ![]() Cheers, AS (happy like a child right now)
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Whenever people agree with me I always feel I must be wrong. (Oscar Wilde) |
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#80 | ||||
The Old Man
![]() Join Date: Mar 2005
Location: Poland
Posts: 1,501
Downloads: 418
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I thought about it and malfunction option in SH3 Commander (I enabled it) - is it possible that this option makes pumps not working? |
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#81 | |||||
Seasoned Skipper
![]() Join Date: Jan 2006
Location: South Carolina, CSA
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Downloads: 37
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Here's a list of the possible random malfunctions I found in SH3 Commander: Flak guns taking additional time to reload or being unable to reload at all..Simulates guns affected by long exposure to sea water, battle damage etc. Poor quality ammunition also causes jamming. Randomly adjusts blur duration time to simulate periscope seal/lens integrity, also disables attack scope zoom, simulates periscope magnification breakdown Schnorkel-Randomly adjusts raise/lower times of schnorkel to simulate wear & tear, breakdown or malfunction. Randomly adjusts max range of sensors from 50% to 1500m. Indicative of new technology malfunctions, damage to fragile equipment etc. Randomizes level off depth from crash dive in meters indicative of stuck valves or manifolds controlling incoming water also possible jammed dive planes. Reduces top speed at Flank speed. Simulates mechanical problems or engine fatigue. Surface range decreased between 40% & 80% indicative of fuel leak, malfunctioning fuel injection system or worn engine using excessive fuel. Battery range decreased between 75% & 20% simulating worn out batteries, malfunctioning charging system, e motors drawing excessive power. Reduction of e motor speed & rpm's Randomly increased dive time Frt/rear ratio edited- simulates trim control difficulties, boat slightly heavy at stern. Difficulty fine tuning depth at very slow speed.
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![]() GWX 3, JSGME 2.3, Sh3 Commander 3.2 SH3 Gen 8.1, Water Stream for U-boats, LRT LITE 2.0, Lifeboats for SH3 |
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#82 |
中国水兵
![]() Join Date: Jan 2004
Location: Germany
Posts: 275
Downloads: 135
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Okay, feel free to laugh, but here´s my rather stupid question: I still haven´t found out what exactly the pumps and "tumble dryer" (square box with a circle and a cross) symbols actually indicate
![]() - some compartments automatically show pump symbols - others do not, the pump symbol only occures when the repair crew is IN this very comp. - although I had flooding in the control room, there was no pump symbol available (is there a limited number of pumps?) - the (German) text message says "Wassereinbruch stoppen" ("stopping flooding") which would mean the timer shows the time you need to stop the flooding - this is not the case, since the timer (ALSO?) shows the time it will take to get the water out of the compartment, which is confusing. - although the flooding was too heavy to hold the sub in a given depth, I was able to surface by blowing ballast, but I could stay on the surface without sinking (even at 0 knots - does this mean there´s less/ no flooding when surfaced?) By the way: in the German version the messages "We´ve been detected sir" and "enemy is pinging us" (or whatever it says literally) is still there! So here are my most urgent questions: 1. What EXACTLY do the pump/"tumble dyer" symbols indicate and what do the figures behind them indicate??? 2. Is there a way to find out the difference between the time it takes to "stop flooding" and the time it takes to pump out the water? (or in easier terms: how do i know/estimate when the actual FLOODING will be stopped respectively IF it can be stopped at all?) 3. Is there a limited amount of available pumps? Thanks in advance, and big thanks to nvdrifter for this great job!!! Cheers, AS
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Whenever people agree with me I always feel I must be wrong. (Oscar Wilde) |
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#83 | |
Stowaway
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1. The left pump icon represents time until flooding stops. The right flood icon (x) represents time until compartment fills up completely with water, meaning you are dead (that %#&! instant death screen). 2. The Time until flood recovery number at the bottom indicates how long until the water is actually completely pumped out of the compartment. With a full repair team and regular crew members maxed out in the compartment... all trying to repair... and if the left flood icon timer is much higher than the right flood icon timer (in the same compartment), you won't be able stop the flooding before the compartment fills up. Time to blow ballast and abandon ship! 3. I have no idea. ![]() And regarding the surfacing with heavy flooding and being able to stay afloat... that really bothers me, too. I have been looking at ways to fix this, but no success yet. I don't have too much time to post here because I am doing final testing on LRT v1.32! ![]() |
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#84 | ||
The Old Man
![]() Join Date: Mar 2005
Location: Poland
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#85 | |
The Old Man
![]() Join Date: Apr 2005
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One my second patrol, I was able to blow tanks and surface (and actually stay there without being attacked again), but the flooding never really slowed down noticeably and eventually (several hours later) proved to be unrecoverable. (this was with LRT 1.31 and GWX) As to whether the flooding should completely stop while you're on the surface, I guess it should depend on where the hole/damage is - if it's above the surfaced water-line then it should stop, but if it's below that water-line it would presumably continue even when you are surfaced (though at a somewhat slower rate than at depth, I assume). I don't have any idea whether SH3 (or LRT) models the exact location of the damage or takes that into account when determining the flooding experience. After these two experiences I can say I'm still not sure I understand the dynamics of the LRT system and what the optimum repair strategy is. For example, are you better off leaving the repair team in place in one compartment till it's completely fixed, or moving them from place to place to try to stem the worst of the flooding? IRL, I assume that you would send your guys to the various compartments to stop the biggest leaks first, then come back and get the smaller ones later. Does the game or LRT model any notion of partial repairs in one compartment slowing the rate of flooding in that compartment even if/after the team leaves that compartment, or is the flooding rate treated as a constant until it's fully stopped. Put another way - assume a compartment would take 1 hour to completely flood if not repaired at all, and would be completely repaired (leaks stopped) if the team worked at it for 30 minutes. If the team works in that compartment for 15 minutes and then leaves, would the water still be coming into that compartment at the original rate or at a slower rate reflecting the time the team spent in there before they left? One thing that's been bugging me from the beginning about the damage repair mechanism in SH3 is the fact that you can only have 1 repair team and can't send them to multiple locations - although this is somewhat countered by being able to put "regular" crew into the compartments to also work some on repairs, the oddities about this not working in the crew rest compartments and some of the compartments being smaller than others (especialy the sound room) still seem to make it hard to recover from damage to these compartments. I remember in something (perhaps an early version of NYGM) a while back something was done to reduce the number of men you could "normally" put in the engine rooms (you could actually put more in there, but if you used those extra slots they'd be wierdly highlighted like they didn't belong). That has got me wondering whether perhaps it might be possible to increase the number of slots for crew in some or all the compartments (maybe all but the resting quarters), but make the extra slots these sort of 'phantom" slots that you wouldn't normally use - however, they would be available to be used in a crisis so you could put extra men into that compartment to aid in doing repairs when the "real" repair team is occupied elsewhere. Anybody tried this or think it might be able to work?
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#86 | |
Stowaway
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#87 |
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Well, good news everyone. I found a way to make flooding weight affect the boot on the surface.
![]() Below is a pic from the testing I am doing. The boot has half of the bow torpedo room flooded. Surface speed is greatly reduced due to submerged drag. The boot will sink soon. ![]() ![]() Last edited by nvdrifter; 01-07-07 at 03:28 AM. |
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#88 |
The Old Man
![]() Join Date: Apr 2005
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Downloads: 6
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I already experienced this effect with 1.31 and GWX - in the second patrol I mentioned in my post above, my boat was slowly dragged down off the surface from the stern (where the flooding was the worst) - pretty much like your picture above but just the other end going down. It was pretty amazing to watch - see screenshots below:
Settling slightly by the stern: ![]() Preparing to abandon ship: ![]() The final moments: ![]() I am so loving this mod. ![]()
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#89 |
Stowaway
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**Edit** It seems the file I was playing around with isn't what I thought it was. It does affect surface sinking, but it was something else that won't work. Oh well. Last edited by nvdrifter; 01-07-07 at 05:01 AM. |
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#90 |
The Old Man
![]() Join Date: Mar 2005
Location: Poland
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Downloads: 418
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