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Awesome, should be used as a template for any tutorial out there.
Much appreciated!
Anyway when I set the time compression to x48 in orbit view (while surfaced, not sure if it appears when decks awash or using a snorkel submerged) the sub speeds up to around 7.5km/h, this is a different speed to vanilla as with speed 1 vanilla it hovers around 9.5km/h surfaced. When using the same time compression setting in section view the bug does not appear.
DEM doesn't mess with fuel, only battery, but it's effects should apply to Engine Control.
In a nutshell it should work with DEM.
Resolution and game UI scale?
https://www.desmos.com/calculator/komxf4fvzw
Notes:
1) I had to make some compromises by substituting polynoms instead of complex models in the case of battery capacity and motor efficiency. These regressions provide an adequate fit for speeds between 1.5kn - 7.5kn
2) It was not possible to drive at less than 60RPM. To drive slower would require a stronger magnetic field in the stator, and the additional current would cause the field coils to overheat.
Note: strictly forbidden to switch on Roots blower under 300RPM due to vibration damping springs bottoming out in the gearing of the blower.
https://www.desmos.com/calculator/nmkjeykos6
Such tests I never did. I was playing Uboat from my beginning in this simulation in early access with 95-100 % realism. So I never watched the indicator for noise signature of my sub and decibels did not matter for me.
Any way, I've concluded some tests and here are my results:
1. "ahead slow" on telegraph coresponds to 55RPM
2. sub @60RPM generated 87,4 dB of noise, while engines alone generated 88dB
3. sub @10RPM generated 83,4 dB of noise, while engines generated 80dB
4. sub @60RPM could theoretically stay submerged for about 32hrs (1d8hrs)
5. sub @10RPM could theoretically stay submerged for about 196hrs (8d4hrs!!!!)
Above tests where concluded on type VIIB @50m depth. Silent running ON, Gyro OFF, Dive planes manual and blue light.
Conclusions:
1. Engines generate up to 8dB less noise at VERY low rpm (10)
2. Low RPM might be usefull if forced to dive while on low battery power, especially that reduction in power consumption isn't exactly linear
Here are results of my tests:
https://ybt.ink/777QS7
This mod makes far more sense if you play without map contacts and if most of the target's superstructure is still behind the horizon.
Back in the days they were tracking the ships by keeping only the tip of the masts visible. If the the edge of the funnel appeared they either increased distance or gave the order to dive.
Okay, accepted.
The game doesn't simulate two engines, there's just one diesel and one electric.
And I'm not telling you how it should work, I'm telling you how it does work.
Okay, so you mean that turning off an engine would have no effect on the noise signature?? ;-)
I don't think so. To go only with one propeller and one working engine, of course it would be less loud than to go with both. Usually four propellers are louder too than two or one. ;-)
And to get an hydrophone mod is not my target. I just want to get this mod good working and be as realistic as possible.
Unfortunately I'm not a programmer or anything like that, so I can only suggest some things.
Which is how the game does it. The game just uses the current gear base power.
This isn't a realistic hyrdrophone detectability mod. It's just using the game's values.
Disabling a shaft has no effect on noise because it doesn't change the engine output.
Sorry, but that are my opinions. And I don't want to moan only - I was really happy about your work and to give us this mod back!
@mariojaniszewski
When I tested your mod, I found that the propellers continued to turn and the boat continued to move without slowing down when a) I had manually set knots or rpm and then went to engine command "stop" and b) when I had set an engine speed on the telegraph and then went to 0 rpm.
This actually bothers me a lot personally. I think the commands from the engine telegraph, revolutions and knots should work together.
Do you think you could fix that? Maybe to try this? PLEASE.
That would be really nice! :-)
Apart from that, I think this mod is very, very good and important!
In my tests of Uboat I had not survived in the mission to rescue an officer, without this mod and to go with 30 or 20 rpm, I guess.
- 1 engine at low speed = 50 rpm = not heard
- both engines at low speed = 50 rpm = not heard
- both engines slow speed = 80 rpm = moderate volume
from wikipedia:
- until 1943, crawling speed around 3 knots (individual for each boat)
- propeller noises at crawling speed at less than 120 rpm should no longer be audible, but often were
- Type VIIc at 60 rpm at a distance of 500 m still clearly audible electric motor noise (reduced from 1943)
- at 90–120 rpm and 150–210 rpm in types VII B and VII C in the range 400–1200 Hz propeller siren detected
- 80 rpm = 2,5 knots = propeller siren could be heard at 4,5 kilometers (could later be largely eliminated by more precise manufacture of the propeller blades)
- submerged, electric motor, slow speed back, 110 rpm
- submerged, electric motor, half speed back, 160 rpm
- submerged, electric motor, half speed back twice, 215 rpm
- submerged, electric motor, maximum power (AK) back, 250 rpm
2,3 knots
- surfaced, electric motor, slow speed ahead, 110 rpm
4,5 knots
- surfaced, electric motor, half speed ahead, 160 rpm
6,3 knots
- surfaced, electric motor, 2x half speed ahead, 215 rpm
8,2 knots
- surfaced, electric motor, high speed ahead, 250 rpm
9,3 knots
- surfaced, electric motor, maximum power (AK) ahead, 285 rpm
10,5 knots
- surfaced, electric motor, 3x maximum power (3x AK) ahead, 300 rpm
11,0 knots
- submerged, electric motor, slow speed ahead, 55 rpm
1,5 knots
- submerged, electric motor, slow speed ahead, 110 rpm
3,0 knots
- submerged, electric motor, half speed ahead, 160 rpm
4,5 knots
- submerged, electric motor, 2x half speed ahead, 215 rpm
6,0 knots
- submerged, electric motor, high speed ahead, 250 rpm
7,0 knots
- submerged, electric motor, maximum power (AK) ahead, 285 rpm
8,0 knots
7,0-7,2 knots
- surfaced, diesel, slow speed ahead, 275 rpm
10,0-10,2 knots
- surfaced, diesel, half speed ahead, 340 rpm
12,0-12,4 knots
- surfaced, diesel, 2x half speed ahead, 396 rpm
14,0-14,6 knots
- surfaced, diesel, full speed ahead, 435 rpm
16,0-16,3 knots
- surfaced, diesel, maximum power (AK) ahead, 471 rpm
17,5-17,7 knots
- surfaced, diesel, 3x maximum power (3x AK) ahead, 480 rpm
17,9-18,1 knots
- surfaced, diesel, dead slow speed back, 180 rpm
- surfaced, diesel, slow speed back, 210 rpm
- surfaced, diesel, half speed back, 250 rpm
- surfaced, diesel, 2x half speed back, 310 rpm
- surfaced, diesel, maximum power (AK) back, 400 rpm
I have been interested in submarines since I was a child, I am a Silent Hunter 3 veteran and I have known Uboat since the beginning of 2022.
That's a quick note from me. ;-)
@LIttleKitten
"Can you tell how big was the difference between normal telegraph "ahead slow" and 90rpm on two shafts [...]?"
I found the full investigation report written by the British on the Internet after they had extensively researched and tested the Type VIIc submarine HMS Graph (ex U-570).
This report is about 187 pages long and contains all sorts of technical information and details.
The mod itself is more useful in figuring out the speed of a target. That's how I use it 100% of the time ;)
For the electric engines you can go as low as 10 rpm with this mod. The cap for 100rpm is only for the diesel engines.
I did some tests on low difficulties with the tab about your boat's visibility active. The engine's noise is affected only a small bit whether you use the vanilla engine telegraph or the mod.
The greatest impact is on cavitation. Decoupling a shaft has great impact on the cavitation noise level. But also running on very low rpm gets the cavitation down.
What you are doing is decoupling one of the engines from the shaft. That doesn't necessarily mean that the decoupled engine is stopped. Idk if the game is even designed with two engines in mind but I think it is not.