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Author Topic: Submarine; experimenting, pretty cool.
lionheart
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lionheart
Post Submarine; experimenting, pretty cool.
on: April 9, 2012, 19:26

Hey all,

I was experimenting with the Submersible this afternoon. I wanted to see how it runs and how it works underwater.

I found that the joystick at full back causes a fast rise, but I couldnt trim it to fly level. Its either full joystick back for up which breaks to the surface or you dive. I am sure there is a way to experiment though with the balance and fins and seeing if it could be zero balanced like a sub.

Full throttle got me to 4 knots, so I guess that is the speed on this little baby. I hope to install my U-Boot Type VIIC in here to see how it performs. Should be fun.

I tried using Slew with keyboard 'subtle' controls and it worked very well. One or two taps of forward arrow (top arrow) gives me slow speed, and Q - Z works the surface and dive. One click of either will give you a very subtle change towards surfacing or diving.

It will be pretty dang cool to set up submarines in this sim. Imagine what all you can do. Bubbles effects, churning prop cappilating cloud, mist in the visibility, installment of boundry layers via Scenery BGL design placement (mirky shiny layers underwater, similar to fog). Then, what if one found a way to do seaweed and things at the bottom in tiles as LOD close proximity Autogen!

This opens up tons of doors... . Very nice to include this, Team P3D!

Bill
LHC

Burkhard
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Post Re: Submarine; experimenting, pretty cool.
on: April 10, 2012, 02:31

Quote from lionheart on April 9, 2012, 19:26

This opens up tons of doors... . Very nice to include this, Team P3D!

Over the Easter days I had the first spare time to find the sunken boat, and found it. I only can second the above statement!

lionheart
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lionheart
Post Re: Submarine; experimenting, pretty cool.
on: April 10, 2012, 11:25

There is a sunken ship? Is this a mission?

Nice... Thanks for the heads up.

I experimented yesterday evening by putting in a copy of the Piper Cub air and config files, changed out the sections of it with the sections from the Submersible's config, raised the speed limit on it from 4 to 25 to see what it would do.

I was hoping that adding wings into the config would allow it to have more control via the joystick on up and down movement, but it didnt work. I did get up to 11 knots though. :)

lionheart
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lionheart
Post Re: Submarine; experimenting, pretty cool.
on: April 10, 2012, 11:27

What I would like to get it to do is run along on the surface properly, and also to be able to dive and climb properly, have zero trim availability so you could trim it out and it would fly straight and true underwater. An autopilot would also be nice so you could set the depth to such and such, heading to such and such and let it run its course.

Pretty cool..

lionheart
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lionheart
Post Re: Submarine; experimenting, pretty cool.
on: April 10, 2012, 11:30

For the person asking if it could sit above the water when out on the ground (Submersible) and at water level when in the water, the first thing I thought of was pontoons / floats on a plane. Retractable wheels on the float act like that. Thus you set water line on the floats to be up high, and the RG gear from it, its contact points way below it. Thus on the ground, it would set way up in the air, and in the water, it would have its water line. But, I dont know if it would submerge with floats.

Bill

FSMP
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Post Re: Submarine; experimenting, pretty cool.
on: April 10, 2012, 11:47

Unfortunatly, I believe you will be a little disappointed with any progess you will currently be able to make, with underwater vehicles, untill P3D provides better support for these underwater vehicles. The majority of equivalent features that work with aircraft, are not yet working with underwater objects.

It is an area in P3D that has great potential, but to date, there is really little support within the core engine, for submercible objects.

Hopefully, in the future, it will be possible to create a vehicle, that can travel both Underwater, on the surface, and in the air - but things seem a long way from there at the moment.

Underwater "Land Classes" would be an exciting addion !! At the moment, unless you laboriously populate your underwater scenery with Frame-rate hogging scenery objects, the undewater world in P3D is very empty and barren.

But adequate if you want to simulate James Cameron exploring the Mariana Trench :P

I am not trying to be negative here, but having gone down this path earlier this year, I felt obliged to share my findings, and hopefully save you from getting too frustreated, trying to get functionality to work, that does not yet exist in the core engine.

You could however, always drive your Underwater objects from an external flight model, but even so, there are still other limitations (like animation, mission controls and trigger points etc) that will limit you.

That being said, if you do have a breakthrough, I would be most excited to see what you come up with.

Geoff

lionheart
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lionheart
Post Re: Submarine; experimenting, pretty cool.
on: April 10, 2012, 16:33

Roger that FSMP and thanks for the input.

In FS2004, I created U-Boots for my Operation Valkyrie WWII gamepack. The U-Boots were Type VII-C ships, and had flaps controls that lowered them at certain amounts; surfaced was zero feet, water line, 1 click was up to the conning tower, and 3rd click was periscope depth. The ships center was the flaps, so I made that move and that moved the object up and down on the surface. The object was an airplane on floats.

It worked for what I needed. We didnt have the sea floor which would have been nice. I has a periscope animated to a control which was also cool. I wanted to model the entire sub interior (which is a nightmare). Being able to have submarines in 'this' would be like being able to have a full Silent Hunter in the FS world. Having modern day prototype submarines would be pretty dang cool. Being able to launch torpedoes, deck guns from a WWII U-Boot, etc, would be so very dang cool......

Bill

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Post Re: Submarine; experimenting, pretty cool.
on: April 10, 2012, 21:32

Bill,

Interesting -- with the current limitations in P3D, the only way I could get a submercible to do very much was to use a similar method.

Basically, a Transparent AIRSHIP, coupled by a Transparent Vertical ROD, down to the SUB, some distance below the water.

The Airship could be "Flown", and the sub below, moved through the water. !!
Since the Airship was above the water, in the air, it could also hit Mission Position Triggers, and thus the Sub "appeared" to be within a mission.

Not much of a work around, and riddled with flaws. It did work to a certain extent, but was far from a practical solution.

Geoff

Geoff

lionheart
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lionheart
Post Re: Submarine; experimenting, pretty cool.
on: April 13, 2012, 00:04

Quote from FSMP on April 10, 2012, 21:32
Bill,

Interesting -- with the current limitations in P3D, the only way I could get a submercible to do very much was to use a similar method.

Basically, a Transparent AIRSHIP, coupled by a Transparent Vertical ROD, down to the SUB, some distance below the water.

The Airship could be "Flown", and the sub below, moved through the water. !!
Since the Airship was above the water, in the air, it could also hit Mission Position Triggers, and thus the Sub "appeared" to be within a mission.

Not much of a work around, and riddled with flaws. It did work to a certain extent, but was far from a practical solution.

Geoff

Very interesting also! A blimp is basically exactly what a submarine is, but in the opposite direction. Quite an ingenious route!

Dang....

Now if only a blimp could be made that flew down instead of up. We would have our Submarine airfiles.

Bill

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Post Re: Submarine; experimenting, pretty cool.
on: April 16, 2012, 15:27

Yes, but it is only a crude way to make Missions work underwater.

Either P3D is going to support Underwater vehicles, or it is not.
Currently the support for Undewater Vehicles is minimal, and makes the whole underwater world really unusable.

Add to that, the lack of any underwater scenery, or "underwater seabed classes" etc... makes anything underwater a non starter, at least in P3D Version 1.0 through 1.3

If those developing for P3D are going to develop the Underwater aspects of P3D, for COMMERCIAL use, then they really need to have some clear roadmap of where P3D is going in this direction, and what then the necessary feature will become available in P3D.

If Lockheed are not going to incorported underwater functioality into the core engine, within a reasonable amount of time, then I do not expect to see many developers attempting to do anything in the P3D Underwater environment.

Geoff

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Post Re: Submarine; experimenting, pretty cool.
on: April 17, 2012, 05:29

Quote from lionheart on April 10, 2012, 11:25
There is a sunken ship? Is this a mission?

It is just one of the start flights, not really a mission...

Burkhard
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Post Re: Submarine; experimenting, pretty cool.
on: April 18, 2012, 04:58

Which areas of the world are covered by bathymetry by the way? I tried to dive a submarine in the bay of Naples and it did not work, looked for errors in my software already then I I found out it works nicely off Hawaii.

Looking through a periskop of a submarine is boring until a ship passes...

MikeSchroe-
ter
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Post Re: Submarine; experimenting, pretty cool.
on: April 18, 2012, 14:09

The SDK's Terrain and Scenery.html document has a Bathymetry section with a description and map of supported areas. Basically coastal U.S. and Hawaii.

Mike

Burkhard
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Post Re: Submarine; experimenting, pretty cool.
on: April 19, 2012, 03:11

Thanks. Sorry, I could have thought about looking there myself.

lionheart
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lionheart
Post Re: Submarine; experimenting, pretty cool.
on: April 21, 2012, 11:59

More experimenting yesterday.

This time, it occurred to me, perhaps with the low speed, the sim wasnt seeing enough 'area' on control surfaces, so I doubled rudder and elevator area, increased max up down amounts for control surfaces, added trim effectiveness (by quite a bit) as well as elevator and rudder effectiveness, and all of that seemed to have no effect on the submersible. I beleive that it only works on power input (throttle/speed) and update on the joystick which makes the Submersible only rise and lower. Nothing else seems to work. I tried trimming the sub to run flat ahead, that too didnt work. So I think that nothing in the config will tune these guys to fly properly underwater. They, I think, will need a core tune that will allow for tuning of submarine underwater flight characteristics.

I look forward to that. Man, I could really get into the submarine thing.

and tanks! :)

Bill

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