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Old 12-16-21, 09:52 PM   #1
Schiffmorder
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Default Gato/Baleo best speed for range?

Using v1.4

Wikipedia states the range for these subs is 11k miles @ 10 kts. I transit Midway to Japan at 1/3 bell for 8 kts. This barely allows me to get there, patrol for a while (northern Izu Islands SW of Tokyo) and get back to Midway. The game definitely does not reflect the real range of these subs when I know subs of this class routinely refueled at Midway and went on to go as far as the Formosa Straits and East China Sea.
Questions: Is this fixed in 1.5 and/or mods?
Would it benefit me to manually set 10 kts for transits on the chance this is the figure Ubi based fuel usage on?

Thanks.
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Old 12-16-21, 10:20 PM   #2
Mad Mardigan
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Quote:
Originally Posted by Schiffmorder View Post
Using v1.4

Wikipedia states the range for these subs is 11k miles @ 10 kts. I transit Midway to Japan at 1/3 bell for 8 kts. This barely allows me to get there, patrol for a while (northern Izu Islands SW of Tokyo) and get back to Midway. The game definitely does not reflect the real range of these subs when I know subs of this class routinely refueled at Midway and went on to go as far as the Formosa Straits and East China Sea.
Questions: Is this fixed in 1.5 and/or mods?
Would it benefit me to manually set 10 kts for transits on the chance this is the figure Ubi based fuel usage on?

Thanks.
SH4 v1.5 besides including uboat action (very ratherly limited... in scope ) I think also added in a bit more ships, some more bases... I think. NOT going to swear by that 100%, with the exception of the addition of uboats.

As for the fuel stats/useage ratio's... think v1.5 does do a bit better than v1.4 did... but... not really sure for definite.

Most mods for SH4, now heavily rely on the mod set users, to have their copy of SH4, to be v1.5

There is still available, mods & mod sets aka mega mod sets... that are still out there, so... you have to really... REALLY... watch what version of SH4 that they are "intended for"...

If you're NOT careful, can end up intermixing in a mod intended for v1.5 with others that are for v1.4... & well... the results can range from minor glitches... to downright "crash to desktop" aka CTD, that leaves you scratching your head as you wonder... Ooookayyyyy... just what the heck just happened.????

Been there, done that...

Any way... am sure others will be by, more knowledgeable with more info...



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Old 12-16-21, 10:51 PM   #3
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Quote:
Originally Posted by Schiffmorder View Post
Would it benefit me to manually set 10 kts for transits on the chance this is the figure Ubi based fuel usage on?
Manually setting speed is probably your best option until you learn what works for you.

(I've been using mods for so long, I don't remember what stock is like anymore, so take this with a grain of salt.)

Each class has it's own "best" speed. I think it's somewhere between 2/3 and full.
There should be an option to determine range at current speed. Use that. Make sure you are not charging batteries, as that will affect the results. Also, make sure that the weather conditions are the same for each test, as the sea state will change results.

Set 2/3, wait until your speed is stable, and check maximum range at current speed.
Set Ahead Standard, wait, and check max range.
Set Ahead Full, wait, check.

Take note of the speed and range for each.
Note the two best ranges. Switch to the manual speed selection, and muck around with different speeds, checking each for max range, until you find the best speed to range option.

Once you know that value, you can use that to get the most out of your boat.
After a while, you will get a feel for what works best. Choose a speed that gets you to your patrol area without driving you insane with waiting, then patrol around at a slower speed. Kick it back up to move to a new area, then slow back down. (You can hear further at slower speeds.) Keep an idea of how much fuel you need to return to base in mind, at whatever speed keeps you sane. Once you get close to that value, start back for the barn. Remember your limitations, and don't burn too much fuel chasing a fast target that you end up stranded. Remember that charging batteries will reduce your range.
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Old 12-17-21, 12:25 AM   #4
Bubblehead1980
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Quote:
Originally Posted by Schiffmorder View Post
Using v1.4

Wikipedia states the range for these subs is 11k miles @ 10 kts. I transit Midway to Japan at 1/3 bell for 8 kts. This barely allows me to get there, patrol for a while (northern Izu Islands SW of Tokyo) and get back to Midway. The game definitely does not reflect the real range of these subs when I know subs of this class routinely refueled at Midway and went on to go as far as the Formosa Straits and East China Sea.
Questions: Is this fixed in 1.5 and/or mods?
Would it benefit me to manually set 10 kts for transits on the chance this is the figure Ubi based fuel usage on?

Thanks.

Definitely ignore the historical ranges in the stock aka out of the box unmodded game. UBI did not bother to provide historical range/speed to the subs nor did they include the function to tell you max range at current speed etc. There are mods that address this. In stock game, will need to do some testing , monitor consumption at various speed, measure distances and estimate ability to make it.

Been ages since ran this sim without mods, but if I recall I believe somewhere around 9.5 knots was speed used to tool around the pacific. Subs in most cases proceeded at standard speed....15.5-16 knots for Gato and Balao to and from patrol areas. Those particularly long trips maybe have went slightly slower. Something we do not have to worry about (should) in SH 4 is provisions...food etc and morale...so had to get to area in a reasonable time, and patrol, then return, thus travel at a reasonable speed.
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Old 12-17-21, 12:45 AM   #5
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I find that in all my years of playing, 9 knots seems to be the optimum "cruising speed". But I suggest that you use the "max range at current speed" command and determine the optimum speed for your class of boat. You probably will have to map this to your keyboard unless you are using a mod that already does this.
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Old 01-19-22, 09:38 AM   #6
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Quote:
Originally Posted by Bubblehead1980 View Post
Definitely ignore the historical ranges in the stock aka out of the box unmodded game. UBI did not bother to provide historical range/speed to the subs nor did they include the function to tell you max range at current speed etc. There are mods that address this. In stock game, will need to do some testing , monitor consumption at various speed, measure distances and estimate ability to make it.

Been ages since ran this sim without mods, but if I recall I believe somewhere around 9.5 knots was speed used to tool around the pacific. Subs in most cases proceeded at standard speed....15.5-16 knots for Gato and Balao to and from patrol areas. Those particularly long trips maybe have went slightly slower. Something we do not have to worry about (should) in SH 4 is provisions...food etc and morale...so had to get to area in a reasonable time, and patrol, then return, thus travel at a reasonable speed.

As far as I know, the boats went on an economical course, 10 knots. If, after the patrol, the boat returned home, it could indeed go fully to the base with the appropriate fuel balance and permission received from the coast to this mode of passage and excessive fuel consumption.
Such a quick transition was often allowed from Midway to Pearl Harbor, connected rather not with the desire to get home faster, but due to the possible threat of Japanese submarines.

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Насколько мне известно в район патрулирования лодки шли экономичным ходом, 10 узлов. Если после патруля лодка возвращалась домой, то она действительно могла идти полным ходом в базу при соответствующем остатке топлива и полученном разрешении с берега на этот режим хода и излишнюю трату топлива.
Такой быстрый переход часто разрешался от Мидуэя до Перл-Харбора, связанный скорее не с желанием по быстрее попасть домой, а из-за возможной угрозы японских субмарин.
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Old 01-19-22, 02:07 PM   #7
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Quote:
Originally Posted by LUKNER View Post
As far as I know, the boats went on an economical course, 10 knots. If, after the patrol, the boat returned home, it could indeed go fully to the base with the appropriate fuel balance and permission received from the coast to this mode of passage and excessive fuel consumption.
Such a quick transition was often allowed from Midway to Pearl Harbor, connected rather not with the desire to get home faster, but due to the possible threat of Japanese submarines



--------------------------------------------------
Насколько мне известно в район патрулирования лодки шли экономичным ходом, 10 узлов. Если после патруля лодка возвращалась домой, то она действительно могла идти полным ходом в базу при соответствующем остатке топлива и полученном разрешении с берега на этот режим хода и излишнюю трату топлива.
Такой быстрый переход часто разрешался от Мидуэя до Перл-Харбора, связанный скорее не с желанием по быстрее попасть домой, а из-за возможной угрозы японских субмарин.



Really depended on how far patrol area was from their port/last fuel stop...such as a stop at Midway when en route to patrol off Honshu from Pearl Harbor. I recall several of the memoirs by O Kane, etc and reading various patrol reports of different subs, discussing various speeds and ahead standard or 15.6-16 knots was typical cruising speed to and from areas. Of course is a boat out of Pearl stopped at Midway then was proceeding to the Yellow Sea , would likely cruise at slower speed. I recall even reading would cruise at standard speed in daylight, slow down at night to 2/3 speed or 10-11 knots. One reason they modified the ballast tanks to carry fuel oil, was to extend range/duration and enable subs to cruise at higher speeds to area. The fuel in these tanks would be consumed en route and converted back to ballast tanks before reaching assigned area. In TMO, all fleet subs fuel load takes into account this modification, and they have the historical speeds, with ahead standard being the ideal balance to transit time to area and fuel efficiency, for the most part.

While 10 knots or so saved (does so in the sim as well) more fuel but it made for a long trip and ultimately less time in patrol area as there were other concerns we do not have to really worry about in SH 4...such as supply of food and other provisions, health and morale of the crew. To some degree we have to monitor health and morale of the crew, as a exhausted crew will not perform same as well rested, but its not a major factor in the sim.
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Old 01-19-22, 06:53 PM   #8
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Quote:
Originally Posted by Bubblehead1980 View Post
Really depended on how far patrol area was from their port/last fuel stop...such as a stop at Midway when en route to patrol off Honshu from Pearl Harbor. I recall several of the memoirs by O Kane, etc and reading various patrol reports of different subs, discussing various speeds and ahead standard or 15.6-16 knots was typical cruising speed to and from areas. Of course is a boat out of Pearl stopped at Midway then was proceeding to the Yellow Sea , would likely cruise at slower speed. I recall even reading would cruise at standard speed in daylight, slow down at night to 2/3 speed or 10-11 knots. One reason they modified the ballast tanks to carry fuel oil, was to extend range/duration and enable subs to cruise at higher speeds to area. The fuel in these tanks would be consumed en route and converted back to ballast tanks before reaching assigned area. In TMO, all fleet subs fuel load takes into account this modification, and they have the historical speeds, with ahead standard being the ideal balance to transit time to area and fuel efficiency, for the most part.

While 10 knots or so saved (does so in the sim as well) more fuel but it made for a long trip and ultimately less time in patrol area as there were other concerns we do not have to really worry about in SH 4...such as supply of food and other provisions, health and morale of the crew. To some degree we have to monitor health and morale of the crew, as a exhausted crew will not perform same as well rested, but its not a major factor in the sim.

From the base in Guam, this is quite possible, but from Pearl Harbor or Midway is unlikely.


С базы в Гуаме такое вполне возможно, но с Перл-Харбора или Мидуэя маловероятно.
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Old 01-19-22, 08:30 PM   #9
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Originally Posted by LUKNER View Post
From the base in Guam, this is quite possible, but from Pearl Harbor or Midway is unlikely.


С базы в Гуаме такое вполне возможно, но с Перл-Харбора или Мидуэя маловероятно.
Actually, it was quite possible and was pretty normal for Gato and Balao. Fleetboats were designed to have "long sea legs", it was the basis of their design evolution in pre war period. There were strategically placed bases like Midway, Johnston Island etc. as well as others for Australia based boats. Again it depended also on distance, assigned time on station etc. but based on words of actual commanding officers of the subs from memoirs and countless patrol reports have read, it was the norm.
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