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03-30-18, 08:16 PM | #121 |
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I'd be happy to help integrate the depth charge noise mod with yours, and help out in other respects as well. I had a mod called "increased asw", so it's not like I'm not used to this particular area.
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03-31-18, 10:03 AM | #122 | |
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Let's wait for padi to reply to your proposal of collaboration, and we will see how to best coordinate our respective skills. |
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03-31-18, 11:10 AM | #123 | |
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I go with Gaps words all the way that your help is appreciated and I'm very happy that the team is gaining size and knowledge! What mod do you mean with "advanced asw"? I can't find a mod with that name...
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03-31-18, 01:43 PM | #124 | |
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Here is a possible work plan, divided in four main points: Historical information collection: - creating a complete list of ASW ships and aircraft represented in game and in the megamods we want to feature. This list should include among the others: destroyers, minelayers, destroyer escorts, frigates, corvettes, sloops, submarine chasers, minesweepers, naval trawlers, torpedo boats, patrol vessels, patrol aircraft, carrier-based bombers and fighters and scout planes. - creating a list of the main ASW weapons that we want to be featured in our mod with their specs, measures and (possibly) drawings, and with approximate introduction and disposal dates. This list should include sea- and airborne depth charges, bombs used in the anti-submarine role, torpedoes and rockets as well as their relevant dropping/throwing/launching gear. As far as depth charges and A/S bombs are concerned, I am at good point with this task. Later today or tomorrow I will post here my list. - for each of the featured ships, researching number, arrangement, type and mark of ASW armamenets fitted aboard, also taking in account mid- and late-war refits. Probably padi has already collected most of this information. - for each of the featured ships and aircraft, researching historical ammo outfits and bomb loads. Again, as far as ships and number of depth charges carried on them are concerned, I think the current version of ASW Mod is a good base to start from for creating such a list. 3D/2D work and importing of models in game: a few days ago I have posted here a list of weapons I have already modelled (but not yet imported in game). This list had laready changed as I go on modelling new weapons. The final list will depend on the results of the histrorical research I proposed above. I suppose I will be in charge of the 3D modelling, but anyone who is familiar with Wings3D, Blender, 3dsMax or Maya is welcome to supplement my modest modelling skills (2D artists are also wellcome). Damage modelling and testing: - at the end of this post, I have posted a short list of articles on underwater explosion physics that we should read carefully and stick to when setting Min/MaxRadii and Min/MaxEF's as well as explosion ranges/impulses of the new ASW ammunition we want to model in game. I plan creating an excel spreadsheet with simplified formulas, for calculating those parameters based on type and weight of explosive charge (and maybe detonation depth). I will post it here when I got it ready, but maybe, if you are familiar with physics and formulas, you can have a glance at those articles yourselves: three brains are better than one... - Once we have finished with the theory, we will have to check our new settings in game, for making sure that they give realistic results. Visual effects: in some of the articles I mentioned above, there are even formulas for calculating the shape and size of bubble sphere and water/foam column caused underwaterd and on surface by underwater detonations. Those factors vary depending on explosive weight and explosion depth. It would be cool (though not an high-priority feature) having maybe two or three realistic explosion effects, customized for use with depth charges/bombs of different sizes. I know Kendras was working on something similar (though not based on formulas), and if padi has not objections, I could ask him to join our team. He is the an excellent modder with many skills and ideas, and he is the king of particle effects Please feel free to integrate this list, in case I forgot something |
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03-31-18, 02:58 PM | #125 | |
Commander
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http://www.subsim.com/radioroom/show...=increased+asw (And yes, that's my old name) |
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03-31-18, 04:32 PM | #126 | |
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03-31-18, 04:47 PM | #127 | |
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Downloaded one freaking mod yesterday, and I'm still on "cool down" on downloads. If only the internet had more than one website from which we could download from. Perhaps one day, technology will advance that far! |
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03-31-18, 07:43 PM | #128 | ||||||||
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Here we go: Quote:
Sources: US Bombs and Fuzes Pyrotechnics, ed. June 44, pp. 45, 47 and 171 US Bombs and Fuzes Pyrotechnics, ed. September 45, pp. 51, 53, 251 and 253 Quote:
"The original pistol setting of 50ft (15m) was too deep for aircraft attack on a surfaced U-boat and it was reduced to 25ft (7.6m) in 1942" This is referred to the British Mk. VII airborne DC, but it probably applies to other aircraft depth charges used ny the British. An user in navweaps' discussion board quotes another source (a link to is provided, but it is no longer available online): "In the first two years of the war depth charges were mainly set for explosion at a depth of 30/45 metres [this figure having being set years ago and never altered since]. Analysis of pilot reports by ORS showed that in 40% of attacks the U-boat was either still visible or had been submerged less than 15 seconds (these are the U-boats that we would expect to have most chance of killing as we have a good idea of their position). Since the lethal radius of a depth charge was around 5-6 metres it was clear that a shallower setting was necessary. Explosion at a depth of 15 metres was initiated and as new fuses became available at 10 metres and then 8 metres." This is probably referred to US depth bombs. The two pamphlets by Navy Bomb Disposal School I mentioned above (dated summer 1944 and autumn 1945) specify for all the hydrostatic fuzes used with air ordnance depth settings in steps of 25ft, from 25ft (7.6m) to 125ft (38.1m), but I think only the 25ft setting was used in practice. Quote:
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ASW Weapons @ navweaps.com). Both navweaps.com and Campbell list the illogical figure of 600 fps (183 mps!) as terminal velocity of the streamlined Mark VIII 250-lb a/c depth charge, but I regard it as a typo. No information at all on the sinking speeds of US depth bombs. Quote:
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John Campbell, op. cit, p. 163 United States of America ASW Weapons @ navweaps.com Depth Charge, Mark 9 and Modifications: Descriptinìon and instructions for Use, Bureau of Ordnance, February, 1944 |
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04-01-18, 05:12 AM | #129 | ||
Navy Seal
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Apparently, the hydrostatic pistols that could be used with British a/c depth charge were as follows: Pistol Mk. X** (obsolete by the date of publication): Depth settings: 50, 100 and 150 ft (15.2, 30.5 and 45.7 m respectively) DC's used on: Mk. VII and VIII Pistols Mk. XIV and XIV* (in service): Fixed depth setting: 14-18 ft (4.3-5.5 m) DC's used on: Mk. VII, VIII, XI and XI* Pistols Mk. XVI and XVI* (in service): Fixed depth setting: 20-24 ft (6.1-7.3 m) DC's used on: as above Pistol Mk. XIX (in service): Fixed depth setting: 20-24 ft (6.1-7.3 m) DC's used on: Mk. XI and XI* with Mk. IV tail Pistol Mk. XX (in service): Fixed depth setting: 14-18 ft (4.3-5.5 m) DC's used on: as above Summing up: after all, unlike stated by post-war sources, British a/c depth charges could be set to detonate at depths shallower than 25ft. Indeed, we don't know how reliable/effective were the shallowest pistols (Mk. XIV and XX, 14-18 ft), and how common they were. Incidentally: happy Easter guys |
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04-01-18, 05:24 AM | #130 | |
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Ok. Then, as you probably already knew from our PMs, my mod is based on the idea and, with your ok via PM, on your Mark 9 model...
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04-01-18, 09:53 AM | #131 | |
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I have tried that years ago but coudn't archive a working result...
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04-01-18, 10:48 AM | #132 | |
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Its big kill range meant that the Mark X DC could only be used against deep targets. Its slow sinking speed allowed the launching ship to get clear of the explosion while sailing at full speed. I doubt that AI destroyers would manage the same tactic, and they would end up suiciding themselves more often than they hit any target. This DC was lauched from 21 in torpedo tubes. We should invent some trick in order to simulate this in game. We don't have a 3d model for it, and so far I couldn't find any picture/drawing or even measures of it. I we find a way to get round the problems above, I say why not? Maybe we will get some nice idea, or some subsim comrade will give us some clue. In the meanwhile, my opinion is to focus on other and more important aspects... |
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04-01-18, 11:04 AM | #133 | |
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I'm creating list one for WAC in the following days, easter is family day... After that is finished I create list three and then the same for the other basemods that we agree on.
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04-01-18, 11:16 AM | #134 | |
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In my previous post I forgot to ask what was your experience when you attempted to model the Mark X DC in game |
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04-01-18, 11:40 AM | #135 | |
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It was only beginner-style... I had attemted to include a depthcharge-fire controller to the torpedo tubes and have added them into the .eqp. As I know now that couldn't work...
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Tags |
asw, depth charge, mod, real, realismn |
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