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PsychoticCaptain
09-25-24, 10:20 AM
greetings Iam new I have random questions pop up after seconds and minutes. for me Iam a flight simmer who is enjoying dcs and high fidelity models like f-86. I played sh4 and found out its like flight simming its just with much more time and you can chill in your boat.:Kaleun_Salute:
so long I have some questions which I cant solve with the internet so easily.:k_confused:



1.economic drive in a balao class (or similiar subs) under water
whats best speed in knots for economic drive in a balao class (or similiar subs) under water or a persicope depth?


2.how much does the battery weight in balao class?


3.should I dive after encountering enemy no military like sampans and downed them with the deck gun?


4.How does the radar on the left side work? And how does the the radar range settings work. was is the benefit of raising sd mast and lowering it?


5.is there a benefit when searching with one sweep?


6.Iam somehow confused with the radar in many aspects. How does the range thing work? 60000yards is 55km. i somehow spot sometimes not with the range setting of 60000yards a ship and spot it on lower range setting.



Why is there no decoy deploy options? I reed they had 2 decoys one floating periscope and one lol I forget.

(iam playing with THEBERBSTERS Mega pack) its cool

Aktungbby
09-26-24, 09:37 AM
PsychoticCaptain!:Kaleun_Salute: good questions; A PM to THEBERBSTER himself might be useful. He's scarce these days, but will respond. As for underwater depth speed at periscope depth, 3-4 knots is about it. Not only does it save batteries, but in real combat in WWII, any higher speed would cause a raised periscope to vibrate; hampering viewing calulations on TDC, and possibly causing seawater leakage into the scope or creating a visible wake giving away your position to escorts. A Baleo class('44-'45) boat had 126 Sargo cells in 2 'banks', each cell in series weighing approx. 1650 lbs. ie: 207,900 total weight for 2740 horsepower to 4 Elliot or GE electric motors on two shafts.

propbeanie
09-27-24, 10:02 AM
greetings Iam new I have random questions pop up after seconds and minutes. for me Iam a flight simmer who is enjoying dcs and high fidelity models like f-86. I played sh4 and found out its like flight simming its just with much more time and you can chill in your boat.
so long I have some questions which I cant solve with the internet so easily.

1.economic drive in a balao class (or similiar subs) under water
whats best speed in knots for economic drive in a balao class (or similiar subs) under water or a persicope depth?

2.how much does the battery weight in balao class?

3.should I dive after encountering enemy no military like sampans and downed them with the deck gun?

4.How does the radar on the left side work? And how does the the radar range settings work. was is the benefit of raising sd mast and lowering it?

5.is there a benefit when searching with one sweep?

6.Iam somehow confused with the radar in many aspects. How does the range thing work? 60000yards is 55km. i somehow spot sometimes not with the range setting of 60000yards a ship and spot it on lower range setting.

Why is there no decoy deploy options? I reed they had 2 decoys one floating periscope and one lol I forget.

(iam playing with THEBERBSTERS Mega pack) its cool
Welcome to SubSim PsychoticCaptain! Good handle! lol :subsim:

1. The slower the better as to battery life and quietness. You can change the speed telegraph to show knots by clicking the little button to the lower left of the gauge, and then set your boat to 1 knot for the slowest possible, which should bring the rpm gauge down to less than 100rpm, which is about the quietest the boat can be. The use of Silent Running slows the boat down further, and makes the boat even quieter. However, it also turns off ventilation, making your time underwater shorter, and it also turns off the pumps, which can drastically affect your sea-keeping ability, especially if your boat is damaged.

2. I am not certain of what you are referencing when asking about the battery "weight". In real life, there was a forward battery compartment, and an after battery compartment, both full of extremely large and heavy single-cell batteries tied together in series and parallel configurations. If instead, you are referring to drain and charge times, then in THEBERBSTER's GFO package of Webster's mod, it would follow the Stock game's settings. At 1 knot, you should be good for roughly 36-48 hours of use. However, the game does not do well with simulating the human oxygen environment, and you would have to surface before that. At to re-charging, anywhere between 4-8 hours, depending upon how drained the battery is. Surface speed and "engines online" does not influence the game's battery.

3. Whether to dive or not upon small boat contact is up to your choice. Be aware that they do simulate each boat as having a radio that can report on your position, and that the game will send a response, whether ship or plane, to the area. The US skippers were sometimes ordered to attack such boats, since they were used as lookout "pickets" at times, and later in the war, were used to transport goods (such as food and coal) to Japan, since all the larger ships had been sunk.

4. If you are referring to the A Scope radar, that is mentioned in the "SilentHunter4 Manual.pdf" file, found in the main SH4 game folder under the Support folder. The "spike" you see upon contact with a plane tells you the range, no direction. However, the game will show the contact on the NavMap, which is a bit of "cheating", if you will... lol - The PPI screen that has the blips is much easier to use, but in either case, the NavMap could also be considered as another PPI style "device", unless you turn map contacts off. As for the raising of the SD mast, it's main purpose in the game is to allow you to use SD radar while at Periscope Depth. The Stock game (including GFO) does not allow you to turn it on and off. It can be a "beacon" for the later war planes and ships to determine on your location.

5. Which leads to the purpose of single sweeps with the SJ. It was done that way by US submarines to minimize their "footprint" or "radar signature". The enemy might know someone nearby had radar, but since it didn't stay on long enough, the enemy was not able to pinpoint the emission location. The problem being, in Stock and most mods, that the SD radar is always on anyway. Some US skippers didn't care though about that aspect, and would leave their radar on in an attempt to draw the enemy to them.

6. The "Range" is indeed somewhat befuddling at times, especially if the weather is rough and waves are high. In an attempt to simulate the "width" of the radar "beam" sent out, the devs may have over-done it a bit. They do simulate the rotational speed on the radar device, and the fact that ships could "hide" in ocean swells, and beyond the horizon. They might not be "seen" by the radar as consistently. There is always a roll of the dice involved with many aspects of the game. The shorter the range you set the radar, the more consistent are your "returns" seen on the radar screen...

As for the decoys, they are date-based, and will not appear usually until later. The game never did implement the fake periscope decoy though.
:salute: