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https://gtm.steamproxy.vip/app/494840/discussions/8/595159519773889237/
There is some idea how to calculate consumption.
It was before: https://ibb.co/ZpLKrVBC
I commented this: https://ibb.co/7xY5Svsq and energy consumption became as expected https://ibb.co/NnCLmpCG
I have found that the power draw (147 Amps) sometimes disappears and reappears when the boat goes through large waves or just after the submarine surfaces.
There were no auxiliary generators on Type VII boats. That was mostly an American thing.
1) https://gtm.steamproxy.vip/app/494840/discussions/0/595157852294007177/
without mod https://ibb.co/rGfhVhv3
2) Cheat with "Stop & Recharge Batteries" https://ibb.co/TxD0pQY3
3) The auxiliary generator consumes a lot of fuel https://ibb.co/RGCpMSP4 Half a minute and you will lose as much fuel as if you were driving "Dead Slow Ahead" for an hour.
In UBOAT, drag is around 1000 times greater than in real life. There's a reason for this that I won't go into.
I tried for weeks to modify the way drag was calculated and every method failed. As I found out, this is because it isn't even exposed to the scripting engine, and instead it is calculated in the native memory space of UBOAT.
Even though this is only part of the whole equation, even this residual drag is greater than what the actual value should be. So in the end, I don't believe that it is practical to have a dynamic model of the propulsion system in a mod, there are just too many obstacles.
Reducing the thrust force makes the boat slower, but the speed becomes very unstable due to the immense drag. This crippled gameplay too much, so I've opted to remove it to make this mod have the other beneficial effects.