SUBSIM Radio Room Forums



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

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter 4: Wolves of the Pacific
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 06-17-15, 08:30 PM   #1
Crannogman
Watch Officer
 
Join Date: Dec 2014
Location: Kansas City, Missouri
Posts: 343
Downloads: 24
Uploads: 0
Default RADAR on ships

Is there any evidence that ships equipped with radar perform better (fire more accurately and/or at longer range) than their optical-only counterparts?
__________________
"The sea shall ride over her and she shall live in it like a duck"
~John Ericsson
Crannogman is offline   Reply With Quote
Old 06-17-15, 09:28 PM   #2
Torplexed
Let's Sink Sumptin' !
 
Torplexed's Avatar
 
Join Date: Dec 2001
Location: Seattle, WA
Posts: 5,823
Downloads: 43
Uploads: 0


Default

Quote:
Originally Posted by Crannogman View Post
Is there any evidence that ships equipped with radar perform better (fire more accurately and/or at longer range) than their optical-only counterparts?
Are you speaking in general or in the game? Radar was a far more reliable instrument under conditions of poor visibility than optical range finding, and it could not be hampered by smoke screens or dazzle camouflage patterns. A proficient radar operator could obtain an accurate plot to target almost at once, whereas optical range finding demanded repeated observations to build up an accurate range estimate.

Radar in particular, altered the art of spotting, since shell splashes proved to be easily visible on radar and gave a very accurate correction. The very success of fire-control radar meant that most Allied warships had discarded their spotting float planes by 1943, since these could not operate at night and were a severe fire hazard if their ships were hit by enemy fire. With the introduction of Mark 3 radar, the USN all but abandoned traditional spotting in favor of rocking salvos back and forth across the measured target range.
__________________

--Mobilis in Mobili--
Torplexed is offline   Reply With Quote
Old 06-17-15, 10:14 PM   #3
CCIP
Navy Seal
 
Join Date: Apr 2005
Location: Waterloo, Canada
Posts: 8,700
Downloads: 29
Uploads: 2


Default

As for the game, I believe ships do not fire guns on radar contact, but radar will give them an indication of your position that they'll move to investigate. The other important thing is that ships in the game have a "passive" and "alert" state. The difference between those states, other than behaviour, is that their sensors get an immediate performance boost when they switch to alert. So as soon as the enemy picks you up on radar, their visual detection range jumps (depends on the mods you're playing with, but we're usually talking about at least a 50% increase), and if you happen to be in sighting range, they will fire. The net result is that ships with radar WILL usually end up firing on you from farther away. However from all I've seen of gunnery in SH4, they will still actually fire on you via what the game considers visual contact.
__________________

There are only forty people in the world and five of them are hamburgers.
-Don Van Vliet
(aka Captain Beefheart)
CCIP is offline   Reply With Quote
Old 06-18-15, 08:39 PM   #4
Armistead
Rear Admiral
 
Join Date: Dec 2008
Location: on the Dan
Posts: 10,864
Downloads: 364
Uploads: 0


Default

Agree with CCIP, I've never been fired on except visual contact. Usually if ships go into alert mode, their blinker top light starts flashing, depending on mods, some horns.

With a mod like TMO, visuals can reach out fairly far, about as far as radar during the day, 10,000 yards. Usually radar picks you up, you'll see escorts coming your way, u can turn and run and get out of radar zone, they go back to stations.

With many mods radar was set to pick you up at 0 feet, which is unrealistic and one of the air radars worked as a surface. Think tater had a fix for this with TMO, others have adjusted radar height some. Also sub profile has values related to radar, waves, etc., .........stay skinny.

and in bad weather if they have radar, they'll send a escort right up your arse, pay attention if you get in close during a storm.....get the APR.
__________________

You see my dog don't like people laughing. He gets the crazy idea you're laughing at him. Now if you apologize like I know you're going to, I might convince him that you really didn't mean it.
Armistead is offline   Reply With Quote
Old 06-19-15, 02:20 PM   #5
Crannogman
Watch Officer
 
Join Date: Dec 2014
Location: Kansas City, Missouri
Posts: 343
Downloads: 24
Uploads: 0
Default

I ran a test (of coastal guns) at Midway the other day, with a raid by a lone Yamato (because why not?) coming from the Northwest and circling the atoll clockwise.

The Yamato seemed to detect an anchored battleship fairly quickly, and indeed fixed its main guns on the Colorado-class, but did not fire. A number of destroyer in the anchorage poured a fusillade of 5" shells into the Yamato, which sailed silently by while fixed on the more distant battleship. For a while I thought Yamato was broken, until it passed between a trio of destroyers (to its port) and the atoll & battleship (to starboard). At this point, its primary and starboard secondary batteries remained trained on the battleship, but the port-side secondary came to life and quickly dispatched the destroyers.

The Colorado was the Westernmost of a line of 3 ships; easternmost was an armed trawler, and in the middle some tin can. As the Yamato drew closer, they opened up in succession from east to west (not in order of longest- to shortest-ranged guns or (presumably) optics). The Yamato and Colorado opened up about the same time (amazingly the Yamato was sunk by the 5th salvo), the first time the Yamato had fired to starboard despite multiple targets firing upon it.

So it does seems there is some other limitation on engagement range. I am using RSRDC, OTC, and ISE. Is this engagement distance hard-coded, or does it have to do with sensor and gun data that can be modified?
__________________
"The sea shall ride over her and she shall live in it like a duck"
~John Ericsson
Crannogman is offline   Reply With Quote
Old 06-20-15, 12:03 AM   #6
TorpX
Silent Hunter
 
Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
Default

Quote:
Originally Posted by Crannogman View Post
So it does seems there is some other limitation on engagement range. I am using RSRDC, OTC, and ISE. Is this engagement distance hard-coded, or does it have to do with sensor and gun data that can be modified?
I've only played around with surface battles a little, but I observed somewhat similar behavior. I got the impression that it sometimes takes a while for the AI to decide if/where to fire. Like you, I first thought maybe something was 'broken'.

AFAIK, there is only one file quantity that regulates max fire range for surface guns; meaning everything heavier than an AA gun will have the same max fire range. Obviously, this doesn't make much sense, a 4 inch gun and a 16 inch gun would be used differently.

TorpX is offline   Reply With Quote
Old 06-20-15, 03:46 PM   #7
Crannogman
Watch Officer
 
Join Date: Dec 2014
Location: Kansas City, Missouri
Posts: 343
Downloads: 24
Uploads: 0
Default

Quote:
Originally Posted by TorpX View Post
I've only played around with surface battles a little, but I observed somewhat similar behavior. I got the impression that it sometimes takes a while for the AI to decide if/where to fire. Like you, I first thought maybe something was 'broken'.

AFAIK, there is only one file quantity that regulates max fire range for surface guns; meaning everything heavier than an AA gun will have the same max fire range. Obviously, this doesn't make much sense, a 4 inch gun and a 16 inch gun would be used differently.


Sad face.

I wonder if it's possible to make illumination affect spotting at night. Often times alerted ships start blinking signal lights and shining searchlights - it seems this should make them more visible to nearby forces
__________________
"The sea shall ride over her and she shall live in it like a duck"
~John Ericsson
Crannogman is offline   Reply With Quote
Old 06-20-15, 09:39 PM   #8
TorpX
Silent Hunter
 
Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
Default

IDK.

On occasion someone comes up with a clever way to goad the game into doing something good, but at it's core it is an oversimplified torpedo shoot-'em-up.

We really need someone (not Ubisoft, of course) to make a next generation sub simulation.
TorpX is offline   Reply With Quote
Old 06-20-15, 09:55 PM   #9
Armistead
Rear Admiral
 
Join Date: Dec 2008
Location: on the Dan
Posts: 10,864
Downloads: 364
Uploads: 0


Default

never paid attention to subs visual when enemy searchlights come on. for a fact, their searchlights and star shells will light u up for visuals. you may not be seen, but if a star shell lands near you, they'll start blasting. have noticed if a one ship gets a visual on you, usually ships out of visual range will start blasting as well.

i play with my own night env mod and cut the search lights off all ships but dds and escorts. fact is, in most cases a sub around last thing they will do is all cut on the lights. i don't think the sub ai gets any benefit from enemy have searchlights on.
__________________

You see my dog don't like people laughing. He gets the crazy idea you're laughing at him. Now if you apologize like I know you're going to, I might convince him that you really didn't mean it.
Armistead is offline   Reply With Quote
Old 06-21-15, 02:03 AM   #10
TorpX
Silent Hunter
 
Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
Default

Quote:
Originally Posted by Armistead View Post
... have noticed if a one ship gets a visual on you, usually ships out of visual range will start blasting as well.
Well, that makes sense; once something goes off, they know there's a sub nearby.


TorpX 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 04:43 PM.


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.