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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
Crusty
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id like to be on this as well
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#32 |
Grey Wolf
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Ask me anything about the Type VII or IX! One-Stop Targeting Shop: https://drive.google.com/drive/folde...WwBt-1vjW28JbO My YT Channel: https://www.youtube.com/channel/UCIJ...9FXbD3S2kgwdPQ |
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#33 | |
Watch
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Many good suggestions here.
In addition to standard procedures for diving, etc. I'd like to encourage the use of standardized verbal communication procedures, and maintaining "radio" (voice) dicipline when appropriate. For inspiration, an american handbook on Standard Submarine Phraseology can be found here: https://maritime.org/doc/subphrase/index.htm I'll quote the beginning of the handbook, which describes the basic concepts: Quote:
To summarize basic "standard" voice message procedure:
A couple of questions quickly come up on how to translate real world procedures to Wolfpack the game. Firstly, how should each person be addressed? There are five player slots in each submarine, each with the name of a particular role, but in practice these roles can be fluid, with different persons operating the various stations. To meet these challenges, I propose the following:
The callsigns should be short and easy to say. With the above in mind, I propose the following callsigns:
A few examples: Ordering a course change: Captain/conning officer: "Helm, conn. Make course 380 (three eight zero)." Helmsman: "Conn, helm. Make course 380, aye". ... Helmsman: "Conn, helm. Course is 380." or "Conn, helm. Steady course." Captain/conning officer: "(Helm, conn.) Very well.", or "Aye, aye". Ordering a depth change: Captain/conning officer: "Dive, conn. Make depth 50 [fifty, or five zero] meters." Dive officer: "Conn, dive. Make depth 50 meters, aye." or "Make depth 50 meters, dive aye." ... Dive officer: "Conn, dive. Depth is 50 meters and holding." Captain/conning officer: "Very well." Passing the conn: Captain: "Helm, take the conn." Helm: "This is helm, I have the conn." (From now, the helmsman uses the callsign "Conn.") (The Conn could now order someone else to take up the Helm position, who would then use that callsign, and so on.) Last edited by jarlemag; 04-21-19 at 02:52 PM. |
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#34 |
Silent Hunter
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In fluid role situations, shouldn't taking the conn be addressed to and taken by the actual nickname of the person? Otherwise it seems to get confusing.
Also, what is wrong with "hydro" as shorthand for the hydrophone station? And it is a just as distinguishable from others. "Sonar" seems wrong for a sub that cannot actually send out ranging pulses of sound.
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#35 |
Watch
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Agreed on the first point. Passing the conn/switching roles is one situation where using (nick)names may make most sense.
Re: Hydro/sonar, a few reasons:
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#36 |
Silent Hunter
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Yeah, no! The coolness factor does not apply to games that try to be authentic and realistic. Sonar is an abbreviation. And active sonar was not used on German boats until later in the war. And infrequent at that.
Let's just call it as it was meant to be.
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#37 |
Grey Wolf
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Edited again - based on the fact that plotting targets on the surface requires a man on the TDC to read off bearing from the UZO, I've got Nav in the tower now. For his plot he has all the info he needs and the commander is feeding him the required info/bearings from the bridge, as IRL. This solves the issue of personnel not getting down to the vents in time too - Nav slides down on the dive order and is on aft vents right away, with Dive Officer manning forward.
![]() Soon to follow in coming posts - 4-player and 3-player SOPs (to follow shortly). ![]() I agree with you guys on a standardized verbiage also, that we can refine!
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Ask me anything about the Type VII or IX! One-Stop Targeting Shop: https://drive.google.com/drive/folde...WwBt-1vjW28JbO My YT Channel: https://www.youtube.com/channel/UCIJ...9FXbD3S2kgwdPQ |
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#38 |
Watch
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Aye, aye.
Continuing on that track, here are some "standard helm commands": http://www.boatswainsmate.net/BM/helmcmds.pdf Last edited by jarlemag; 04-23-19 at 12:59 PM. |
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#39 |
Crusty
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If we are doing this Friday, I can be there
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#40 |
Born to Run Silent
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I like this better, just divide the grid
|1|2|3| |4|5|6| |7|8|9| That's close enough for wolfpack coordination.
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#41 | |
Seaman
![]() Join Date: Feb 2008
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![]() Quote:
Use the keyboard 10-Key keypad as the reference for numbering the grid. I used this system for many years in a WWII flying game and it works well. We used to report position as follows in text: POSIT<GRID>KP<#> In your example, in the OP, the position is AF5149x83x23 Using the Keypad system POSIT/AF5149KP3 The keypad system can be used in a manner that becomes more precise if desired. The Grid AF5149 is broken into nine squares |7|8|9| |4|5|6| |1|2|3| The boat is in the 3, actually it is in the top left corner of the three or in the 7 square of the 3 square. Break the three square into the same nine squares and the position report becomes POSIT/AF5149KP37 Two digit keypad position should be all the precision ever needed. |
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#42 |
Silent Hunter
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Sorry, but taking the grid reference order provided by the game as a base ( which was historically used) and then reversing the number order when the maps stops displaying it further than 4 levels is just plain silly. Common sense would be to continue the same order just to avoid confusion. Using the keypad ordering has little benefit over the existing order. I would say it is only because of muscle memory for those having a numerical key pad on their keyboards. That may be the majority of players but it is not a rule that everyone has one. Aside from that, those that are more used to telephone keypads follow the KM grid order anyway.
In discord a common counter argument is given that it doesn't matter, as long as it is agreed among players before the game starts. Well, that last part is true. Agreements made on deviations to conventions trumps always. (no politics in there ![]()
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#43 | |
Seaman
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![]() Quote:
And EVERYONE found it much easier to use the 10-key pad visual reference versus the more traditional telephone style numbering because there was an easy visual reference sitting right in front of them at all times. It was a flying game and the pace was, obviously, much faster than a submarine game so anything that saved a few seconds and a few brain cells was important. It doesn't matter much to me what the SOP is eventually but I do know people make fewer mistakes when presented with easy to understand visual aids. Long years of real world crew resource management training and practice taught me that. |
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#44 |
Born to Run Silent
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Good point, if it works, use it.
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SUBSIM - 26 Years on the Web |
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#45 |
Seasoned Skipper
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Not sure if this has been mentioned, but the guys I've been playing with radio us their position by stating " Grid x BL(angle) BR(angle)" of the current grid they're in.
Go to map, draw a line from the bottom left of the grid square at the given angle, do the same for the bottom right. Wherever the lines cross is their position. |
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