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#1 |
Ace of the Deep
![]() Join Date: Dec 2005
Location: Canada
Posts: 1,124
Downloads: 110
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Out on patrol for 21 days now, and down to about 1/3 fuel remaining, I've only expended two torpedoes on a couple of targets very early on in the patrol. Since then, nothing except two fast transports that I couldn't catch. So I need to stay out a good while longer.
I'm about 1500 km from base at Lorient in a VIIB, and with knot indicator set for 9 knots (clicked on halfway between the 9 and 10 marks), and in calm or pretty near calm weather (so speed on setting was 9 knots), my navigator was reporting about 4500 km range remaining (average, i.e. asking him several times over several minutes 'cause he never gives the same answer). I guess I could drop my speed down and get considerably more range, but I wanted to see if I can squeeze out more range and still maintain a decent cruise speed to sweep a bigger area for targets. So I did a little experimenting and found that if I drop the knot setting to 8 knots (clicking halfway between the 8 and 9 marks), and trim the boat higher by clicking 3 or 4 metres on the depth gauge, as opposed to running on default "S" draft, I get an additional knot of speed (9 knots), but the range projection boosts considerably to about 6000 km. So depending on the weather I'll be able to stay out longer. I haven't tested this in different weather conditions yet. Also, I don't know if this was done in RL, but to my own idea of realism (everyone's being different) perhaps they had to sometimes. BTW, it doesn't seem to make a noticeable difference on dive time. |
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#2 |
The Old Man
![]() Join Date: Jan 2007
Location: Warszawa, Polska
Posts: 1,453
Downloads: 46
Uploads: 4
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You've jus rediscovered what was widely discussed many times here - optimal speed of a boat.
![]() I really doubt there is a real difference between "surfaced" and "0 m" depth, as surfaced allready means that the boat has as much positive bouyancy as possible, and setting depth to 0 m will not add anything. But I might be wrong, especially if there are some game engine issues I don't know about. SH3 behaves strange in some situations. ![]()
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Long, hard, wet and full of seamen. My precious. SH3+GWX+OLC — sunk x4, retired x2; SH5+TDW — still exploring My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch Links: SH5 mods I use, FileFront, Manual plotting how-to |
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#3 |
Navy Seal
![]() Join Date: Nov 2006
Location: Docked on a Russian pond
Posts: 7,072
Downloads: 2
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In RL they did lighten the boat as much as possible to obtain longer range. Though I havent tried lightening, I think it may work in the game as fuel consumption does go up when you have more wetted surface by going decks awash. Good find! Thanks for sharing.
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#4 |
Planesman
![]() Join Date: Sep 2002
Location: Canada
Posts: 185
Downloads: 94
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I believe there is a RL difference between "operationally" surfaced, and surfaced with all tanks blown dry.
Operationally, I believe that some ballast tanks were kept flooded for safety reasons (call it reserve potential bouyancy), and the boat sat lower in the water, which is what we see with most photos. With all tanks blown dry, the boat would obviously sit higher in the water, be less stable (pitch and roll), and may have better speed/efficiency characteristics as less hull in the water means less drag. Sub experts please feel free to correct the above. Giving the first post here, it seems this is moddeled by SH3, which is cool.
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#5 | ||
The Old Man
![]() Join Date: Jan 2007
Location: Warszawa, Polska
Posts: 1,453
Downloads: 46
Uploads: 4
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![]() Quote:
http://www.subsim.com/radioroom/showthread.php?t=129286 2. From Kriegsmarine "Submarine Commander Handbook": Quote:
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Long, hard, wet and full of seamen. My precious. SH3+GWX+OLC — sunk x4, retired x2; SH5+TDW — still exploring My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch Links: SH5 mods I use, FileFront, Manual plotting how-to |
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