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Old 07-17-17, 04:03 AM   #61
Doctor Haider
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Quote:
Originally Posted by aaken View Post
I think the 1 db per knot is the parameter called targetnoiseperknot un config file

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Understood. Thanks. In real life the speed/noise correlation is pretty unlinear I think and it's individual for each sub.
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Old 07-17-17, 04:08 AM   #62
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Quote:
Originally Posted by JhonSilver View Post

Alfa full speed - 165 dB (so on 5 knot must 129 db, surprize)
It's very compact submarine with single reactor suite. It should be relatively quiet on creep electric motors.
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Old 07-17-17, 04:14 AM   #63
aaken
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Quote:
Originally Posted by Doctor Haider View Post
Understood. Thanks. In real life the speed/noise correlation is pretty unlinear I think and it's individual for each sub.
As a matter of fact it is. In Dangerous Waters that was simulated. It would be a nice addition to CW even just to linearize it but make it a vessel class parameter rather than a global parameter
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Old 07-17-17, 04:18 AM   #64
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Even better would be to make it piecewise linear in specific speed ranges, f.ex. 0,5 db/knot from 0 to 5 knots for submarines with electric creep motors and 1db/knot from 6 knots to full speed

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Old 07-20-17, 02:57 PM   #65
cookiemonste
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Is it just me or am I the only one who finds the campaign impossible to play?
The torpedos never hit and you are blind and deaf.
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Old 07-20-17, 06:19 PM   #66
ChaosphereIX
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I am right there with you

only playable with an Alfa that can outrun torps as you charge into the centre of battle, any other class just gets demolished

I think the sensors are all out of whack, the surface vessels seem clairvoyant and helos psychic.

I should not be detected this easily driving at 5 knots, but it seems as if I am driving at full speed.
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Old 07-21-17, 05:44 AM   #67
aaken
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I am merging the campaign mod with russian playable submarines mod. To test the mod yesterday i played the 1968 campaign in a november. Interceped a convoy in the faroer islands region. Sea was rough and it was raining, plus sea floor was only 330 ft. With passive sonar i had huge difficulties tracking the convoy and could make out the escorts at 10km. Depending on the sub you choose it will be more or less difficult. Take into account that in merged mod I tried not to tweak too much the noise and sensors values. For example november noise level is 160db with passive sonar sensitivity at 30db whereas in mod version 1.03a (latest downladable ) the adjusted values are 145db and 30db. For Alfa I propose a noise value of 140db (against a vanilla value of 152db) with passive sonar sensitivity of 35. Victor 3 by comparison i proposed 132 db (vanilla value 137) with passive sonar sensitivity 39 and 44 for towed array. Los Angeles vanilla has 115db noise with 40db sensitivity on passive and 48 on towed

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Old 07-21-17, 09:35 AM   #68
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Just to make matters clearer, Alfa in campaign mod is roughly as noisy as a skipjack or a permit68, with appoximately same sensors. A victor 3 roughly as noisy as sturgeon but with worse towed array (4db less taking the vanilla sturgeon).

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Old 07-21-17, 12:58 PM   #69
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I can't track anything with the Alfas passive or active, the Victor is alright, the I and III but they feel weaker as the american sensors.
If I go full speed in the Alfa I can't hear anything, even with active.
And I can't do anything with these torpedos.
They hear them, avoid them and they never aquire the target.
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Old 07-21-17, 01:53 PM   #70
aaken
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Hello again, concerning sonar, Alfa has squid arm sensor, Victor I and II have shark teeth sensor. They have same sensitivity for passive and active. If they work on Victor I they will work same on Alfa. Plus in campaign mod version 1.03a (latest) Alfa is as noisy as Victor II. As I said earlier, I'm working to merge the campaign mod with russian playable mod. There I'm adding a few more torps like 53-65M (wake homing, but in game I'm modeling as passive only although with higher sensitivity than set65) and 65-73 heavy torpedo.
Just finished a mission in 1968 with a Victor I where I intercepted a convoy bound for Trondheim. Killed both escorts with set65 and killed 3 merchants with other torpedoes. Many torpedoes missed (set65 sensor has 800 meters range, so you have to shoot accurately, with a TMA confidence over 70% if you want to make every shot count). Also consider that set-65 has not great range (17000 meters more or less). Much better test-71 with 27000 meters range.
All in all, I suppose soviet submarines are much more challeging as they are modeled with inferior sensors and more noise (especially earlier classes), but they are not impossible.
By the way, to make things a bit easier, in merged release I've increased the minimum distance at which ships and planes will spawn. This way I'm reasonably sure that you won't be blown out of the water due to helicopter dropping on your head in the first minute of the engagement.
Cheers,
Aaken
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Old 07-21-17, 02:24 PM   #71
cookiemonste
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I fire only with a 90% tma coverage. But they get picked up every time, even if I am in the baffles of the escort.
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Old 08-02-17, 09:18 AM   #72
Alesandro
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Well,

checked this Mode today and im sorry that i have too say it in my first post: I delete it after 2 hours. You might ask why ?

Point 1: Even with all quite, 600 feet deep, good layer and distance 15k Yards you get emediately spottet from Perry Frigats

Point 2: US Cargoships can Runout yor Torps ? 9k Distance......

Point 3: Instand lost of Controll after Toprs left the tupe (mulible speeds, directions and deephts testet

Point 4: No clear contact higher 10k Yards ?

Point 5: Only 1 out of 4 Torps hits - even active search didnt help...

So sorry. Maybe I am to bad, but this is no fun to get destroyed every single campaign Mission.
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Old 08-05-17, 10:40 AM   #73
aaken
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Just to inform that the soviet campaign has been merged with playable russian submarines mod. Further updates of the campaign will be in the playable russian submarines mod (addition of Royal Navy shipping and submarines etc).
The campaigns allow to choose all playable units, included newest generation russian submarines. Also the mod has been balanced especially with respect to noise levels.
Hope you enjoy.
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Old 08-06-17, 07:07 PM   #74
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Sorry about giving a negative perspective about your mod but atm there is no way to compete against nato in 68. Even you go to deep with semi decent ambient noise, when you open up your active sonar (since you are russian it is understandable) they spam you with rockets with pinpoint accuracy. I know russian powerplants are not that silent at that time but still even you are at 1000ft deep, they spot you even with a single beep from your sonar. And I am talking about more than 10kyd ranges from your target. I can get that they can launch rockets to some place near but they just launch them to your head. I may understand it in 1984 camp but in 68 this makes it much worse. Also NATO SSBNs have interestingly different torp layouts than attack SSNs. Just why? Washington got better wired control ASW torp than sturgeon/permit/skipjack. IMO original more sub mod is better balanced in terms of combat. I play that mod like for 30+ missions in 84 and 20+ in 68. It was fun and challenging but fair. If you can make it with a better detection mechanisms you can make a really good one.
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Old 08-07-17, 09:39 AM   #75
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Yes, it was noticed earlier last week about my error regarding Washington and Ethan Allen SSBNs loadout. Unfortunately couldn't correct it since I'm on vacation (actually will be back tomorrow, vacation over) but will correct it in next playable russian submarines mod release , along with corrected 65-76 torpedo sensor and some other things. I have been playing the 68 campaign on a victor 1. As i wrote in previous posts, it is challenging but definitely not impossibile. For example I interceped an ssbn in the northern approaches in less than 300 ft of water. In subsequent mission i managed to evade an asw group in the same shallow waters before being able to reach deeper zones and make it back to Murmansk to rearm. Take into account that after merge with russian playable submarines mod the noise levels have been rebalanced.

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