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-   -   Would you like to calculate speed by prop turns? (https://www.subsim.com/radioroom/showthread.php?t=117899)

tater 07-06-07 08:40 AM

Note that warships have a table from 25 rpm to 400 rpm at 25 rpm intervals, with the values in the table where known. Perhaps the idea was to pencil them in if your sonar guy counted turns and you had a good speed...

Kongo 26 knots @ 300 rpm

Fuso 23 knots @ 292 (values outside the 25 rpm table are added between the 25 rpm figures)

Yamishiro (same as Fuso)

Ise/Hyuga 23 knots @ 318

Nagato 26 @ 330

Shokaku no rpm data

No CVs have data at all on rpms.

(if I don;t put an entry, there is no RPM data, how about that, easier to type).

Aoba 33 @ 370

Mogami 33 @ 290

Tenryu 31 @ 420

Kuma 33 @ 439

Natori 33 @ 384

Yubari 33 @ 410

Sendai 33 @ 370

Minekaze 34 @ 417

Mutsuki 34 @ 405-413

Hatsuharu 34 @ 390

tater 07-06-07 08:41 AM

So it looks like as of '42 they had nothing more than 1 rpm entry per ship if any at all.

tater

kv29 07-06-07 09:41 AM

Well, stock values SUCKS, and the strange thing is that a lot of ships are missing both in the game and in the ONI

ONI (missing) = Furutaka, Takao, Agano, Naka, (Akitsu/Taiyo/Chitose are cvs?), Asashio, Fubuki, Shiratsuyu

So the question is... what are the correct values? game or ONI? should we correct them in the game?

kv29 07-06-07 09:47 AM

btw, having in mind that the whole convoy has the same speed, if a skipper spotted a known speed/rpm ship (ONI) and other one without sp/rpm, did he update the new data in his ONI? as you know the speed of the first, lets say 6/100, all you have to do is count the turns from the second and write it down (6/x)

tater 07-06-07 09:52 AM

I listed ALL that had values in ONI 41-42 down to subchaser size. That's it, the entire RPM list in the whole book.

I'd use the ONI values, right or wrong. If that makes players miss, that's hard cheese. Welcome to the world of a fleet boat skipper, it'd make those 100k patrols harder to come by, lol.

kv29 07-06-07 09:59 AM

I understand tater, but what values are good and what are wrong? please look my other question above, seems you missed it .

tater 07-06-07 10:12 AM

Where are the game values?

tater

kv29 07-06-07 10:15 AM

kongo & fuso 24.7 / 549
Ise 25.6 / 549
mogami 35 / 250
minekaze & mutsuki 37 / 500
kuma 33 / 563

tater 07-06-07 10:51 AM

I guess I'd assume that the in-game values are correct for the game. LOL. I'd tend to assume ONI is wrong, lol. Obviously they didn't have a huge amount of data.

WernerSobe 07-07-07 03:52 AM

how do you expect sounds recorded from some vacuum cleaner match real WWII data?

what we can do is testing different ships running at different speeds, count the turns and make a new table. That might even work but i think there are only 3 steps of that sound. slow medium and fast. well that needs testing.

WernerSobe 07-07-07 05:07 AM

ok ive got interestning foundings.

ive listened to same ship passing by in a single mission and have counted the turns for one minute. The results for small old split freighter.

1kt = 20 turns
2kt = 24 turns
3kt = 31 turns
4kt = 37 turns
5kt = 43 turns
6kt = 47 turns
7kt = 47 turns
8kt = 47 turns
9kt = 47 turns
10kt = 47 turns
11kt = 47 turns
12kt = 47 turns

similar picture with medium old split freighter. There seem to be a gradual turn increase up to 6 knots. Above that the sound doesnt differ. Ive also set up two ships of same kind for a race. One made 6 knots the other 12. There was no difference in their sounds.

tater 07-07-07 06:58 AM

That's interesting. Odd that their RPMs are half what ONI has listed for any merchants that are in game...


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