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Old 01-02-12, 04:01 AM   #2971
h.sie
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Hi Jean,

thank you very much! Best wishes also for you and your family!

Greetings from germany to france
H.Sie
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Old 01-02-12, 07:34 AM   #2972
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Battery Discharge Fix V0.5 Alpha for V16A3

(I like these quick fixes).

Until now, after the LI reported that the batteries are empty, you could continue to travel under water at about 1knots endlessly. The reason was a bug in sh3 that caused a little charge to remain in the battery. This fix drains this little charge, so that batteries are completely emptied and the Uboat stands still.

Mod only works with V16A3.

Mod can be found in JSGME ready format on my mediafire page (-> Hardcode fixes / Alpha testing). It contains a Sh3Sim.act that overwrites the Sh3Sim.act of V16A3.
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Old 01-02-12, 07:56 AM   #2973
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Fix overview (candidates for V16B)

In a german forum someone 'complained' that I produce Mods faster than people can test them. For those who lost the overview about my work of the last 2 weeks on the Mod candidates for V16B: Here an overview:



After a test period, these will be hardcoded into sh3.exe.
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Old 01-02-12, 08:28 AM   #2974
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Quote:
Originally Posted by h.sie View Post
Fix overview (candidates for V16B)

In a german forum someone 'complained' that I produce Mods faster than people can test them.

After a test period, these will be hardcoded into sh3.exe.
No complaints here Thank you for all your fixes.

And Happy new Year.
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Old 01-02-12, 08:46 AM   #2975
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@ h.sie, regarding the collision mod: Is this 'graded' according to the force of the collision? Will it have less effect if the collision is merely a 'sideswipe', in which the two ships glance off of each other, or will even touching a surface ship damage your pressure hull?
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Old 01-02-12, 10:46 AM   #2976
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@Sailor-Steve: The original code in Sh3Collisions.act considers a lot of relevant parameters, like the CollisionalObjects speed, mass, armor level, collision angle and so on, and I would be dumb if I replace it. But in my opinion, the overall impact on the Uboats pressure hull integrity (=hit points) is much too low.

It was possible to get rammed by an escort without getting damages to the hull, and thus still being able to dive deep. I often discovered the escort sink instead of the Uboat.

So I simply multplied the damage (= number of hitpoints) applied to the Uboat when a collision occurs by a constant factor X. Thus, the CollisionalObjects speed, mass, armor level and so on are still considered, but with more impact.

It is still possible to "touch" e.g. a surface ship or U-tanker at very low speeds and low angle, but you must be careful now.
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Old 01-02-12, 11:02 AM   #2977
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Thank you for your great work! Reality is becoming more and more!

I have noticed another wrong action in SH3. The submarine can not fully come to the surface if not blown ballast! But in SH3 it is possible. This is not real! If compressed air is ended - the boat will remain at periscope depth for ever. It is interesting to you fix it?
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Old 01-02-12, 12:24 PM   #2978
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Thank you for your efforts, h.sie!

I still have to adjust to V16A torpedo failure add on though: 4 torpedoes on target out of 12.
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Old 01-02-12, 02:02 PM   #2979
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@Victor: Hope you know that the failure rate now also depends on the torpedoes depth!?!?

Set them to a depth 0.4 * Windspeed to make sure turbulences don't influence him. e.g. at windspeed=10m/s chose a depth of 0.4 x 10 = 4m or deeper, otherwise you risk a higher failure rate.
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Old 01-02-12, 03:00 PM   #2980
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Did the following tests:

GWX, Type VIIC, 1944, periscope depth. NSS...sim: range=59sm (=109km) at 4kn.

1. 02 with Stiebler´s settings (renwable+stored O2 times), partly rig for Silent running:

Aheadfull=7kn
Battery=50% after 1´20h, at 6kn
Battery=25% after 3´10h, at 4kn, distance=34,5km
Battery=10% after 9´25h, at 2kn, distance=65km
"Batteries are empty" after 24´38, at less than 1kn, distance=101km
"No oxygen anymore" after 112h, distance=170km.

2. O2 with h.sie´s recommendations (1+1), completly rig for Silent running AND Battery Discharge Fix:

Aheadfull=7kn
Battery=50% after 1´20h, at 6kn, distance=18km
Battery=25% after 3´10h, at 4kn, distance=34,6km
Battery=10% after 8´38h (!), at 2kn, distance=62km
"Batteries are empty" after 12,48h /!), at less than 1kn, distance=73km (!)
0kn after 17´08h, distance=77km
"No oxygen anymore" after 55,5h
Exitus after 58h.

Battery capacity seems to decrease stronger than in stock, and thus range is getting smaller, too. But i don´t know how range=59sm at 4kn was measured: if it was speed at the beginning or average speed. Either I´ll try again or... hm.

What we can state for sure is: The boat comes to a stop when submerged because range ist limited (no cheating anymore )- and battery ist the bigger problem than oxygen - like it was in real life.
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Old 01-02-12, 03:11 PM   #2981
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@Leitender: Thanks for your help.

The fact that you changed more than one parameter between your 2 tests makes the analysis a little bit complicated.

But your tests point me to one thing I didn't consider: The submerged range compared to the setting in the .sim file. I only focused on the total discharge of the battery and thus force the UBoat to stop moving. I could enlarge the submerged range if necessary, but for this some more research/tests must be done. IMHO a submerged range of X km at Y knots means that you should start your test with Y knots and not with flank speed and keep it constant as long as possible, since flank speed eventually empties the batteries in an non-economic way...
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Old 01-02-12, 03:40 PM   #2982
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h.sie

If battery capacity and oxygen supply are independant from each other, then... why not? I just checked how long one can run submerged with your fix, and if battery lasts longer than oxygen or vice versa. Not correct?

In my first test, i forgot to rig for silent running at the beginning, but that was not that important since oxygen lasts longer than battery. Just mentioned it to describe true circumstances.

Quote:
IMHO a submerged range of X km at Y knots means that you should start your test with Y knots and not with flank speed, since this empties the batteries in an non-economic way...
I agree. But it was not my aim to find out the maximum range. This could be done in further tests. I did that some time ago with stock values, but it is hard to determine where the limit for maximum range should be, if the boat continuously is moving with one Knot for all the time.
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Old 01-02-12, 03:45 PM   #2983
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even if i don't manage to enlarge the submerged range using my fix, it can easily be scaled up in the .sim file, if necessary.
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Old 01-02-12, 03:55 PM   #2984
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btw, poul
Quote:
I have noticed another wrong action in SH3. The submarine can not fully come to the surface if not blown ballast! But in SH3 it is possible. This is not real! If compressed air is ended - the boat will remain at periscope depth for ever. It is interesting to you fix it?
AFAIK the boats could surface without compressed air, but they were still in "diving status" unless the diving cells were emptied - either by diesels or by compressed air. This ist very well simulated by stock SH3. Check your compressed air dial when surfacing, and your draught/draft. The only problem we have in SH3 we can empty our CA reserve and though continuing to use it for surfacing.
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Old 01-02-12, 04:24 PM   #2985
h.sie
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IIRC some months ago we came to the conclusion that there is no compressed air (CA) problem......

Edit: IIRC, if your CA supply is exhausted and you order to blow ballast, you only hear the sound "pffffffffff' , but your boat does not get any buoyancy from that action. But I'm not sure....must be tested. but not today

Gähn.
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