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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 |
So it looks like as of '42 they had nothing more than 1 rpm entry per ship if any at all.
tater |
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? |
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)
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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. |
I understand tater, but what values are good and what are wrong? please look my other question above, seems you missed it .
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Where are the game values?
tater |
kongo & fuso 24.7 / 549
Ise 25.6 / 549 mogami 35 / 250 minekaze & mutsuki 37 / 500 kuma 33 / 563 |
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.
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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. |
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. |
That's interesting. Odd that their RPMs are half what ONI has listed for any merchants that are in game...
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