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02-13-14, 12:09 AM | #1 |
Silent Hunter
Join Date: Sep 2010
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[WIP] Improved Ship Physics
As a serious SH player, problems with the game physics have always bothered me. I've been goofing around with some of the game files (the boat sim files), and have made what I consider a minor, but significant breakthrough. I couldn't really see anyway to improve the ship physics before now. (Of course, this doesn't mean that there aren't plenty of obstacles to realistic physics remaining.) |
02-13-14, 03:35 AM | #2 |
Eternal Patrol
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I can help with many of the surface ships. The subs I don't know.
Mark me down as watching, waiting and hoping.
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02-14-14, 02:03 AM | #3 |
Silent Hunter
Join Date: Sep 2010
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Thanks Steve. If you could post or PM me what you have for surface ships. Ideally, a good example of every major ship type: small merchant, medium merchant, large merchant, patrol craft, destroyer, light cruiser, etc., etc. I consider the merchants and the DD's to be most important. There is no hurry though. I want to finish the subs first. |
02-14-14, 07:59 AM | #4 |
Electrician's Mate
Join Date: Aug 2008
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My ship pack contains ships ranging from small armed fishing boat to New Mexico battleship, so if you need help testing those physics, I can help. No freighters or tankers at the moment, but I can whip something up if needed.
Here is the thread http://www.subsim.com/radioroom/showthread.php?t=188786 Cdp44 |
02-14-14, 01:16 PM | #5 | |
Pacific Thunder
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Quote:
Using tweaked sim settings I can sail submerged for over 98 nm @ 3 knots and run out of battery a little before the CO2 builds up to toxic levels a few hours later - around 48+/- hours. I can also sail at the much used in real life, 'two-engine speed' - 15 knots - and have no problem getting 10,000 - 12,000 nm which is what they did in real life - I don't care what Wikipedia says. The 'silent service' is very protective of its true potential during WW II to this day - more so now I think. I followed many patrol reports and they had to have this ability to arrive at specific locations in time frames given. The biggest problem with the sim tweak is if the player sails at 10 kts, they can travel too far - it would be a cheat. On the draft issue, my understanding is RFB felt the boat sat too high in the water. What is your understanding of their thinking? |
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02-14-14, 02:19 PM | #6 |
DILLIGAF
Join Date: Feb 2007
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While adequate the slower turning radius was improved after the war with the Top Stern rudder.
Here is some information that I hope helps you out. http://www.perch-base.org/index_file...ub_Classes.pdf ========================= This one will open a PDF file that deals with certain aspects of submarine physics centered around torpedo avoidance of the submarine. Some information may be helpful in your search. http://www.google.com/url?sa=t&rct=j...j1tCPOx9PriImg ============================ Here is a list of manuals and documentation: http://www.hnsa.org/doc/index.htm#ss ============================ Submarine manual 1942: http://www.hnsa.org/doc/s-boat/index.htm
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02-14-14, 05:36 PM | #7 | |
Pacific Aces Dev Team
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Quote:
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02-14-14, 07:21 PM | #8 |
Pacific Thunder
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02-14-14, 08:46 PM | #9 | ||||
Silent Hunter
Join Date: Sep 2010
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Quote:
I'm glad you posted that. It will help me a great deal to be able to "drive" some surface ships around, and see how they behave. Quote:
Yeah, I remember Duci posting about his stratagem. I think this may be the only way to get decent battery performance. When I'm done with the turning/moving stuff, I'll try to figure out how to get a special ability crewman in every boat. I've never done anything with that part of the game. (I still wished I knew why I can't just put in the right number into the file. ) Quote:
I seem to remember reading somewhere, that the widely varying figures for draft, displacement, and speed were due to modifications made to the boats over the years, but I can't remember where I read that. In any case, I don't think the difference would change much of what I'm working on. I've noticed that sometimes when I surface the boat will come up a foot higher than "normal" and get an extra knot, but if I mod the files to have it 3 feet higher, it doesn't change the speed. Whatever values we put in will be "normal". Quote:
Ah yes, those help. I like the '42 S-boat manual, good stuff. |
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02-15-14, 09:14 PM | #10 |
Silent Hunter
Join Date: Sep 2010
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Cdp44, |
02-16-14, 11:34 AM | #11 |
Sea Lord
Join Date: Sep 1998
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It sounds fantastic and long overdue.
One of the things that has always frustrated me is that all of the literature I have ever seen on the subject is clear on the fact that a Fleet Submarine could out-turn a Destroyer. Well, sure as hell not in Silent Hunter 4. Plus when a group of Hunter-Killers leaves one behind before returning to the convoy he always seems to sit in one place just listening. The temptation is to sneak up to PD and give him one broadsides. However the ability to accellerate from 0 to 30 in 12 seconds makes it impossible. Carry on, good sir. |
02-16-14, 11:40 AM | #12 |
Pacific Thunder
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02-16-14, 02:46 PM | #13 |
Weps
Join Date: Dec 2012
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Yup same here
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02-16-14, 05:08 PM | #14 |
Stowaway
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Will be interesting to see if there's a percentage change that could address all ships.
If so? A script could be written for 010 to adjust all units in the sea folder. That would save you alot of work. |
02-16-14, 06:20 PM | #15 |
DILLIGAF
Join Date: Feb 2007
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So a Fletcher goes 0-30 in 1'11" ??? 1 foot 11 inches???
What am I missing about your figures? Are you trying to say 1:11?? 1 minute 11 seconds?
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Self-education is, I firmly believe, the only kind of education there is. ~Isaac Asimov~ Mercfulfate 将補 日本帝國海軍 |
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