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Old 02-09-08, 03:08 AM   #1
swdw
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Default [REL] Surface draft and dive time mod + more (beta)

IF you install ALL of PE2 please read!!

I gave Kriller2 a slightly updated version of this mod that he included with the latest release of PE2 as one of the optional installs.

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This is the mod that changes the way the boats ride on the surface, They now sit lower, roll and pitch is more natural (from the feedback I've received) and dive times are closer to realistic. This mod is JSGME ready.

As with most work like this, credit is due to multiple people. These files are dreived from previous works, changes were made by more than one individual and individuals helped test. So credit should be given to:
Previous work utilized: Ducimus, LeoVampire
Current changes: LukeFF, swdw
Testing: AVGWarhawk, Wilcke, Ducimus

It should work with any mod. If you use TM, RFB or ROW, make sure this is installed AFTER any /all of these.

*************************************************
READ THIS SECTION BEFORE TESTING!!!!!

Because of all the possible ways to do the tests that will give varying times, I used a standard based on what I could gather from reading some historical info. If you don't use the same method, you will get different numbers.

Here's how this was tested

Dive times are not to PD, but to where nothing is above the water any more. This was how the boats clocked their time. They knew the keel depth required to be totally submerged (40-50 ft depending on the boat)

If you tell the boat to go to PD and try to time to PD, the leveling off drastically slows the time down. The boat starts to change the angle of attack before the sub is entirely below the surface.

Normal dive was timed by using the normal dive command, or telling the boat to go to 100 ft by clicking on the depth gauge.

Dive rate tests for normal dive are at a standard bell and will be slower at lower bells. Once the ballast tanks are flooded, everything else depends on the planes and trim tanks.

Crash dive tests were performed with the boat starting at standard bell ( cruising speed)

Start clock after klaxon on dive or alarm on emergency dive. If you start it at different time you can introduce a 5-10 second variation.

Underwater tests conducted at 2/3 bell

Ascent/descent
Start at 60 feet and dive to 250. Time as boat passes through 100-200ft so leveling off does not affect test

Start at 250 feet and set depth to 60. Time as boat passes through 200-100ft so leveling off does not affect test

At higher bells, the underwater time decreases.

Based on generic info for fleet boats, turning on fleet boats was set to 1 deg sec submerged at 8 knots.

Acceleration- close to historical
Deceleration- game engine problem, coasts like it's greased- 6x historical values. Will take a LOT of work to try and fix, if it's fixable as game engine does not take into account prop drag so will save for later work.

************************************************** ***

Additional changes-
Engine bell speeds changed to reflect maritime "definition" of how a standard bell is derived. A standard bell is defined as the best cruising speed that gives good fuel economy while getting you there at a reasonable speed. 1/3 and 2/3 are fractions of a standard bell, not a flank bell.

Ranges, Luke made some changes to the ranges. I threw in a couple of extras. Fleet boat no longer all have the same battery life. Endurance was improved as you progressed from the Porpoise to the Gato class.

Please note that the boats are "roughed in" in this release.

The S-boat is the fastest diver and turner.
There are slight variations in the dive time of each class because the difference between the surfaced and submerged displacement varies with each class of boat, as does the ballast tank flood speeds. This will need to be fine tuned in the future.Some draft changes may occur (less than 6 inches). General rule of thumb I've found when playing with most changes related to physics modeling is the old 80/20 rule applies. It takes about 20% of the total time to get to about 80% of your goal and then 80% of the time is spent tweaking for that last 20%

If you want to give this mod a try, go here:
http://files.filefront.com/diverateR.../fileinfo.html

Hope you find this enjoyable

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Last edited by swdw; 04-18-08 at 09:20 PM.
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Old 02-09-08, 03:33 AM   #2
Archie
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Thankyou swdw, d/l now

Edit: Have just run a few single missions and a career patrol in good old Bowfish, no problems at all, love your work mate!
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Last edited by Archie; 02-09-08 at 06:11 AM.
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Old 02-09-08, 05:57 AM   #3
dcb
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Your mod comes at perfect timing for me, as precisely right now I'm doing a lot of research here on the forum and ingame about the way subs sit in the water, pitch and roll. I find the effect of "train on rails" a huge immersion killer. Thanks for the mod, will try it right now.
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Old 02-09-08, 07:23 AM   #4
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Thanks. A lot of good research. Did you do anything with the turn rates?
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Old 02-09-08, 07:36 AM   #5
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Am downloading as I type! Thanks a lot, can't wait to try it out.
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Old 02-09-08, 08:37 AM   #6
399nkov
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Thanks swdw. This is just what I've been trying to do myself. No luck for me. Having served on two Balaos in the early '60s, it really bothered me the way the subs were sitting in the sim. The pics look right on.
D/L, in port, will try it out now.
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Old 02-09-08, 09:33 AM   #7
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Balao Class

I have installed this mod, right off the bat it looks good, but at PD top of the conning tower is sticking about 1-1.5 m above the water, and my depth gauge is reading 14.5 meters , Crash depth is showing 35.7 ish and cfg has it at 45.7.
Also i ordered diffrent depths using the depth gauge and it way off,
example 40 meters depth ordered and depth gauge shows 24 m depth..
If you order keep at depth (a.) sub will go to periscope depth.

Hope this helps
other than that, it looks good.
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Old 02-09-08, 12:41 PM   #8
AVGWarhawk
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Don't do what I did.... ......I was hitting the P key for periscope depth. This is incorrect as pointed out by Swdw. If you hit the P key for periscope depth while surfaced, you will not submerge for over 4 minutes. You must hit the D key for normal dive for this to work. Normal dive was what was used to begin the submerging process. So hit the D key. Once she is close to periscope depth, then hit your P key if you want periscope depth at that time.

You guys will love how the submarines act in the water environment now.
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Old 02-09-08, 08:44 AM   #9
swdw
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Quote:
Originally Posted by Nuc
Thanks. A lot of good research. Did you do anything with the turn rates?
The only numbers I could find were for submerged at 8 and 4 knots. I set the turning at 8 knots and will come back and tweak so both 4 and 8 are correct- that leads to the 80/20 rule mentioned above for getting the changes and is one of the reasons these are considered "roughed in".

Plan on working on the IJN destroyers to change their acceleration and turning before doing more work on these values with the subs.
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Last edited by swdw; 02-09-08 at 03:41 PM.
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Old 02-09-08, 09:22 AM   #10
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Very nice work


RDP
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Old 02-18-08, 02:00 PM   #11
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Default surface draft and dive time mod

Thanks SWDW for the mod and to those that tested the mod . Will try it out
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Old 02-19-08, 10:05 AM   #12
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@339nkov

in "thunder below" fluckey states test depth for gato-class was 312' and 438' for thick-skinned boats.

2 questions for swdw or anyone in the know -- i apologize as they don't have much to do with surface profiles etc. --
does your boat take damage when below test depth but above crush depth?

should balao-class boats have more hitpoints/higher armour reflecting their ability to take more of a depth-charge pounding?
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Old 02-19-08, 08:17 PM   #13
399nkov
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Quote:
Originally Posted by caspofungin
@339nkov

in "thunder below" fluckey states test depth for gato-class was 312' and 438' for thick-skinned boats.
I'm sure the depths were rounded off. Key here is, the enemy didn't know our newer subs could operate that deep.
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Old 02-20-08, 09:01 AM   #14
swdw
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Quote:
Originally Posted by caspofungin
does your boat take damage when below test depth but above crush depth?

should balao-class boats have more hitpoints/higher armour reflecting their ability to take more of a depth-charge pounding?
Question 1- no, this has to do with the way the game is coded. And unless there's something wrong with the hull, it shouldn't. There was a considerable safety margin built into the test depth numbers.

Question 2- they do

On a side note, I found that the boats have a setting in the zone file for crush depth. So will start playing with that number and see what happens between it and the test depth setting.

The Balao has a crush depth rating of 787 ft in the zone file. Depending on what the results are, there may be more changes in this area.
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"you wouldn't catch me on a ship that deliberately sinks itself"- comment to me from a surface sailor.

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Old 02-20-08, 04:57 PM   #15
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Quote:
Originally Posted by swdw
On a side note, I found that the boats have a setting in the zone file for crush depth. So will start playing with that number and see what happens between it and the test depth setting.

The Balao has a crush depth rating of 787 ft in the zone file. Depending on what the results are, there may be more changes in this area.
Looking at those files, the hit points for each sub probably need to be cut in half. They already are in my RFB work, but that's only for the internal compartments, in the UPC files. These zone files cover the hit points for the hull. Just something you may want to look at when you decide to tinker with these files.
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