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Old 03-21-10, 11:59 AM   #1
jhelix70
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Default battery recharge times

Does anyone know if the time to recharge the battery is historical or not?

My plan was to patrol the coast of England on the surface at night and submerged during the day, to avoid aircraft. But, my battery doesn't get fully charged at night! It takes more than 12 hours to go from 25% to 100%. I've implemented this strategy in all other SH games but here its a no-go.
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Old 03-21-10, 12:00 PM   #2
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I hae a bad feeling this is somehow tied to the superhuman abilities your crew is expected to learn. Same with the CO2, my crew must be jogging fore and aft, they use up all the air in about 6 hours.
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Old 03-21-10, 02:35 PM   #3
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Quote:
Originally Posted by Neal Stevens View Post
I hae a bad feeling this is somehow tied to the superhuman abilities your crew is expected to learn. Same with the CO2, my crew must be jogging fore and aft, they use up all the air in about 6 hours.
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Old 03-21-10, 03:00 PM   #4
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While recharging try to move at low speed or even remaining stationary.

Anyway, I wouldn't use my batteries to "travel" or "patrol". If "air traffic" forces me to remain submerged I "crawl" at 1 knt (and I use that as a "home rule" to represent energy consumption to support varius electrical subsystems and the fact that WWII subs couldn't maintain depth without some speed). I always try to maintain a 85-80% "charge" on the battery. You never know when you're going to need it!




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Old 03-21-10, 03:20 PM   #5
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Yes, have noticed this aswell. The battery takes 12+ hours to recharge completely. Stoopid.
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Old 03-21-10, 03:35 PM   #6
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If you are using 75% of your battery being submerged all day you are travelling far too fast. Creep at no more than 2-knots you should use less than 25% and easily recharge even during the very short summer nights.

Use the diesels to transit from point A to point B and the batteries to loiter wherever you happen to stop.

12-hours for a 75% charge is not unreasonable according to most accounts. Remember that overcharging or forcing to much ampreage into the batteries created both heat and hydrogen gas, a very explosive combination and very dangerous.

Edit
D'oh, realized that this is in the SH5 forum, my error. The above works in SH3, I have no idea if it will do so in SH5. That said, the technique is technically and doctrinally reasonable and will stand by the statement regarding real-world charging issues. Apologies for any confusion.

Last edited by Randomizer; 03-21-10 at 04:02 PM.
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Old 03-22-10, 04:50 PM   #7
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Quote:
Originally Posted by Neal Stevens View Post
I hae a bad feeling this is somehow tied to the superhuman abilities your crew is expected to learn. Same with the CO2, my crew must be jogging fore and aft, they use up all the air in about 6 hours.

I think so too. However, i am grateful for even THAT. These are skill abilities that can be reworked, and perhaps presented to the player in a different context then what they are now.
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Old 03-22-10, 05:38 PM   #8
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Quote:
Originally Posted by Ducimus View Post
I think so too. However, i am grateful for even THAT. These are skill abilities that can be reworked, and perhaps presented to the player in a different context then what they are now.

Or perhaps just removed altogether and the subs altered to the historical/technical specs?
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Old 03-22-10, 05:49 PM   #9
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You don't get it. Those skills (though badly presented) ARE how to alter battery recharge times to historical specs.

The adjustment for batteries doesn't exist any other way like it did in SH3 that i'm aware of.
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Old 03-22-10, 06:14 PM   #10
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Quote:
Originally Posted by Ducimus View Post
You don't get it. Those skills (though badly presented) ARE how to alter battery recharge times to historical specs.

The adjustment for batteries doesn't exist any other way like it did in SH3 that i'm aware of.
I guess we just make the decreased battery recharge time an "always on" skill that you get from the start and remove it from the player's view?
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