SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
08-02-17, 04:36 PM | #31 |
Commander
Join Date: Sep 2004
Posts: 462
Downloads: 62
Uploads: 0
|
I always enjoy reading first hand accounts of technical minutia from ex-submariners on this board. There used to be a blog called The Stupid Shall Be Punished that was operated by an ex submariner but he stopped updating it some time ago. The best part was reading the comments from former and active submariners.
|
08-02-17, 08:55 PM | #32 |
A-ganger
Join Date: May 2009
Location: Hooper, UT
Posts: 80
Downloads: 89
Uploads: 0
|
Not to sound rude, but that means what exactly? Ultra-Quiet is a machinery line-up, but the machinery used in torpedo loading is always on... hydraulics cannot be shut off because too many critical systems use it. I've been in several 'shoot-outs' with other boats (and believe me, the bragging rights stakes are always high between crews in the same ports...), and we certainly were moving torpedos around in the room during them. Heck, Sonar Division is the primary author of a ship's Ultra-Quiet lineup, so I can say with some small amount of authority that on most ships, torpedo movement and reloads will still be permitted during that line-up... especially in a combat or expected combat situation. It simply doesn't add enough noise (barring a dropped weapon, which is extremely rare) to bother restricting it.
__________________
STS1(SS) USN (Ret) : 1997 - 2017 USS MICHIGAN (SSBN-727 BLUE) USS MONTPELIER (SSN-765) IMF PACNORWEST USS ALASKA (SSBN-732 GOLD) USS ALABAMA (SSBN-731 GOLD) NAVAL OCEAN PROCESSING FACILITY, WHIDBEY ISLAND USS TENNESSEE (SSBN-734 GOLD) |
08-03-17, 03:48 AM | #33 |
Seasoned Skipper
Join Date: Jul 2007
Location: The Icy North
Posts: 692
Downloads: 189
Uploads: 0
|
I'm sure you can do that in reality, but in terms of gameplay, if you can rig for ultra-quiet and still load weapons and conduct repairs, what's to stop players from just keeping the ultra-quiet mode on all the time? As we implemented it, it's an additional layer of stealth that comes at a cost, similar to how it is modelled in Silent Hunter.
|
08-03-17, 04:33 AM | #34 | |
Ace of the Deep
Join Date: Jan 2006
Posts: 1,140
Downloads: 5
Uploads: 0
|
Quote:
|
|
08-03-17, 11:15 AM | #35 |
Samurai Navy
Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
|
Or we leave out damage control and the pumps aren't as effective at controlling flooding?
|
08-04-17, 07:19 PM | #36 | ||
Electrician's Mate
|
Quote:
Quote:
|
||
08-04-17, 11:37 PM | #37 |
Samurai Navy
Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
|
That makes sense, but to Julhelm's point, the game needs a trade off that players are impacted by. It sounds to me like making things realistic would mean removing the command entirely and assuming that we're always rigged for ultra quiet during combat, maybe with a call out from the XO at the start of the encounter.
|
|
|