SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Current crop of subsims & naval games > COLD WATERS
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 07-11-17, 05:34 PM   #16
Shadow
Torpedoman
 
Join Date: Oct 2005
Location: Buenos Aires
Posts: 112
Downloads: 10
Uploads: 2
Default

Quote:
Originally Posted by jenrick View Post
It's a very easy mod to add. I've found a couple of sources that indicate it would circle after a given run out, but not a definitive source. I'm still looking though.

-Jenrick
If I did my math correctly, the turn rate for the torpedo in this pattern would be 5, if the weapon's stat is measured in degrees per second.

Also, I've read the following here:

Quote:
A redesign of the U.S. Navy's successful Mark 14 torpedo, the Mark 16 was developed during WWII but not available until early 1945 and never saw combat. The Mark 16's design incorporated the best aspects of the Mark 14, and some features of German torpedoes. During twenty years of the Cold War, the Mark 16 served as the Silent Service's standard anti-ship weapon. The Mark 16 was powered by a Navol hydrogen-peroxide and alcohol engine. The warhead carried 732 pounds of HBX-3 Torpex explosive, making it the most powerful non-nuclear torpedo in the U.S. arsenal. Launched from a depth between 10 and 200 feet, the torpedo had a running depth between 10 and 50 feet. It weighed 3782 pounds in war-shot configuration, and was 246 inches in length and 21 inches in diameter. This handbook was created to train torpedomen about the use, maintenance, and handling of the Mark 16. It provides anunprecedented look at the most deadly conventional weapon in the submarine's arsenal. Originally confidential, this handbook is now considered obsolete, and no longer classified.
Shadow is offline   Reply With Quote
Old 07-11-17, 11:39 PM   #17
Shadriss
A-ganger
 
Join Date: May 2009
Location: Hooper, UT
Posts: 80
Downloads: 89
Uploads: 0
Default

Time to mod the Mk16's launch parameters... nice find, Shadow.
__________________
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)
Shadriss is offline   Reply With Quote
Old 07-12-17, 06:14 AM   #18
ollie1983
Sailor man
 
Join Date: Jun 2017
Posts: 45
Downloads: 5
Uploads: 0
Default

Quote:
Originally Posted by PurpleCow View Post
If I am running at flank speed, deep enough where I am not cavitating, would Soviet sonar be able to pick me up?
Unlikely. The surface ships are loud as heck and if they are moving fast they won't hear toffee.

The problems start when the Escorts separate from whatever they are escorting.
ollie1983 is offline   Reply With Quote
Old 07-12-17, 01:01 PM   #19
Shadow
Torpedoman
 
Join Date: Oct 2005
Location: Buenos Aires
Posts: 112
Downloads: 10
Uploads: 2
Default

Quote:
Originally Posted by ollie1983 View Post
Unlikely. The surface ships are loud as heck and if they are moving fast they won't hear toffee.

The problems start when the Escorts separate from whatever they are escorting.
Dangerous. They won't hear much if they're moving fast, but neither will you in similar conditions, and you won't be able to tell when they've slowed down and might pick you up. You lose contacts unless they were really loud, and with it the awareness of their sensor effectiveness vs. your boat.

Moving fast underwater is rather loud if enemy vessels are in position to hear you. Less than cavitating, which spikes your detectability, but still. It's quite situational.
Shadow is offline   Reply With Quote
Old 07-12-17, 09:44 PM   #20
caine007
A-ganger
 
Join Date: May 2006
Posts: 72
Downloads: 26
Uploads: 0
Default

Quote:
Originally Posted by ollie1983 View Post
Unlikely. The surface ships are loud as heck and if they are moving fast they won't hear toffee.

The problems start when the Escorts separate from whatever they are escorting.
Escorts are nowhere near as big an issue in '68 as they are in '84 (or in something like SH for that matter)

They usually only have those rocket depth bombs which aren't a huge problem - especially if you're deep and at flank speed. Plus you can just shoot an active Mk 37 in their direction and that's them taken care of for 20 minutes. If you can keep it on a wire you can even ping pong one between two.

I usually manage to sneak in to sink one target with Mk 16's, then I distract the escorts and charge after the remainders. Works great with tankers and landing ships and even ok with Sverdlov's who seem to throttle back to 26 knots if they think they're safe which is fine in a Permit or Skipjack.
caine007 is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 07:08 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.