Quoted
Originally posted by Red Admiral
Springsharp is just not suited to simulating submarines. SubSim isn't the greatest method, but is rather better.
I'd propose a standardised output format for SubSim and some guidelines on where certain parameters should be.
Quoted
Originally posted by Commodore Green
haven't played with SubSim, but by SSv2 standards, isn't 7% reserve buoyancy very small?
Quoted
Originally posted by Hood
I would like it set in stone though that all old previous SS designed subs shouldn't be re-done with subsim and remain fully legal.
Also some players, myself included, have SS subs lined up for future programmes. I guess these will need to be subsim designs now.
Quoted
Originally posted by Brockpaine
Quoted
Originally posted by Hood
I would like it set in stone though that all old previous SS designed subs shouldn't be re-done with subsim and remain fully legal.
Also some players, myself included, have SS subs lined up for future programmes. I guess these will need to be subsim designs now.
I want SubSim to be accepted as an optional alternative for those players who wish it, not the *mandated* choice.
Quoted
Originally posted by thesmilingassassin
Agreed, though I think we should have the *option* of resiming old subs with SubSim, the question is which design stats should be left as the baseline?
Quoted
Class Name or Designation
Date: ___
Coastal / Oceanic
Armament: ___
- Guns: ___
- Torpedoes: ___
- Mines: ___
Electric HP: ___ hp
Diesel HP: ___hp
H202 HP: ___hp (if necessary)
Crew: ___
wt fuel&batts: ___t
Light Displacement: ___t
Loaded Displacement/Kerb Weight: ___t
Full Displacement: ___t
Reserve buoyancy: ___%
Max Surf Speed: ___ knots
Max Sub Speed: ___ knots
Length: ___m
Beam: ___m
Draft: ___m
Crush depth: ___m
Tons Oil: ___t
Tons Battery: ___t
Cruise speed: ___ knots
Submerged speed: ___ knots
Surface Range: ___nm@?? knots
Submerged Range: ___nm@?? knots
Notes: ___ (include miscellaneous weight)
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