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-   -   Try to explain this! (https://www.subsim.com/radioroom/showthread.php?t=134930)

bracer 04-11-08 09:09 PM

Quote:

Originally Posted by bracer
About the hedgehogs, I think they should be pretty accurate about your position, but when it comes to the depth of the target I do not know how accurate destroyers were during the time being.
Does anyone know how destroyers calculated a uboat's depth??

Just read at uboat.net that hegdehogs have impact detonators which explain there accuracy even though you were at 200 meters depth!
/Bracer

Gezoes 04-11-08 09:16 PM

Yep, they hit either the boat or the seabed. They also had no depth set.

Phaedrus 04-11-08 09:32 PM

The extensive manual that comes with GWX explains in detail about how the sonar works, as well as the in game AI.

Appendix C I believe.


As far as " did it really happen that way ? " ... in the later years only 2 of every 10 boats that left port was expected to return.


Keep in mind that your U-boat is 251 feet long (IX boats; VII is slightly smaller, IXD2 slightly larger).

Thats 83 yards long.

Its a 1178 ton steel cylinder almost as long as a football field suspended near the surface in well over 4000 feet of water.
It is, therefore, a bit of an anomaly in the undersea world.

So, would it be possible for a mid-war, late-war Asdic (sonar) to detect your boat?
Most definitely.


Try to present the smallest profile possible to an approaching destroyers Asdic....

... and if you value your boat and crew, I would also suggest you heed the advice given, and stay away from task forces.

Those "task forces" historically had a different name:

Hunter-Killer Groups.

Which means they are bad news.

Besides, even if you torpedoed all 4 destroyers and the escort carrier, it would still be worth less tonnage than two good sized merchants, or three medium sized merchants.

As far as I know, GWX is not designed for shoot-em-up style gameplay.
If you wish to engage in that style, expect to be disappointed, you will die early and often.

The repetitive deaths will probably prove more frustrating / boring for you than for the AI sprites doing the hedge-hogging and depth charging.

danurve 04-11-08 10:26 PM

Quote:

Originally Posted by tomfon
The problem is that below 150meters the Uboat can't hold its depth when moving with less than 2 knots.
I think 2knots is 500 rounds per min.

May depend on the boat and condition but even in good health 50 rpms is about 1 knot. Easy enough to set but not easy to control at depth.
"D" is set planes for normal dive. I can't help but wonder what the boat at depth would would be like with a reverse of this control.

Subject 04-12-08 03:14 AM

Quote:

Originally Posted by tomfon
October 1944,North Atlantic,Type VIIC41....
...So, here we go. How realistic is for the destroyers being able to find a Uboat at 200meters when it is moving at 2 knots? Was this possible (and not probable) at that time?
Were the depth charges so accurate?

October 1944?
GWX AI is "under-über" compared to reality that late in the war...

You may find some useful info here: http://www.subsim.com/radioroom/showthread.php?t=134471

Consider yourself lucky!
At least you lost your boat to a Hunter Killer group - my best boat ever was lost to two Flower Class Corvettes in dec. 1944 :roll:

TarJak 04-12-08 04:49 AM

In RL it was common practise for convoy escorts to alternate between pinging and listening with passive sensors periodically. This means they were always alert particularly late war.

In GWX and SH3 DD's only ping if they are alerted to a uboat's presence. It does not mean that they heard you but that they were alerted to your presence. Perhaps sinking the carrier they were escorting tipped them off.:hmm:

Escorts also will sit "silent" waiting for you to make a wrong move and call their friends back into the fray when they think they have something. LAtewar the sensors are fairly hard to avoid being picked up on at any depth or speed, with the exception of >300m at which point the sensors lose you.

I would have said that your experience was fairly "realistic" within the confines of what is possible to replicate in SH3. I base this comment on several years of research, talking to WWII submariners about their experiences, reading, watching both movies and documentaries on the subject of submarine warfare in WWII. Fortunately I am not old enough to have personal experience of the subject matter.

Certainly based on the testing I've been doing for the past year or so with GWX your experience is not something I would consider extraordinary, regardeless of how frustrating it is when something like that happens.

John O 04-12-08 07:58 AM

Quote:

Originally Posted by tomfon
Quote:

Originally Posted by bracer
Quote:

Originally Posted by Umfuld
Quote:

Originally Posted by bracer
I think 0-1kts at around 50 rpm is the only way to be on the safe side when there is escorts coming at you.

As far as I know you are silent if you keep it under 100RPM. And GW set it so when you go to silent running it puts you so you are under 100RPM.

I'm pretty sure that you need to be closer 50rpm to stay silent enough to avoid the escorts, I think so both because of experiences in SH3 and that I've read it somewhere. I always go to helmsmans view and set the speed with the speed dial and check that the rpms get as close to 50 as possible....

Yeah. 50rpm means that you are silent. I have to remember that.
But if i set "rig for silent running" wouldn't GW set the rpm to 50?

I haven't found this to be true. Even when set for silent, I have to reduce speed manually to at or below 1 knot to remain silent. If you lose depth set dive planes or speed up during detonations. Very small rudder turns also.

Umfuld 04-12-08 08:46 AM

Whether they can hear you or not is something in the game files. What I said about 100RPM I got from the guys who did Grey Wolves. Maybe something's changed since they said it, or I misunderstood, but I'm gonna trust what they say about files they've had their hands in rather than what you think seems to be the case.

It was a couple of releases ago but I remember that under 100RPM was silent and that's why they set Silent Running to be just below 100RPM.

Remember, in 1944, they don't need to hear you to find you. In about a dozen convoy attacks with GWX2.0 I've not been detected once moving at 100RPM.

Not once. I'm pretty sure that's the limit. But you know, do it how you want.

Jimbuna 04-12-08 09:07 AM

I'm just relieved you get another chance if your destroyed.....In RL they didn't http://www.psionguild.org/forums/ima...ies/pirate.gif

Catfish 04-12-08 09:20 AM

Hello,
it seems possible in 1944, ASDIC was refined, the crews had had time to learn and get experience. And without a thermal layer the ping echoes will show your boat on the screens in real life. I do not think they heard you at that depth, pressure eliminates all kind of cavitation and background noise even if you were running at 3-4 knots. Did you do a silent run ? If not hearing you would have as well been no problem if you think of tools smashing against the hull.
Problem was most probably they knew you were somewhere in the vicinity, you were too deep to evade the sonar cone, and you presented your broadside.
Greetings,
Catfish

Kpt. Lehmann 04-12-08 09:53 AM

My response to AI matters:

http://www.subsim.com/radioroom/show...&postcount=275

tomfon 04-12-08 10:29 AM

Now that my mind is clearer i can see things clearer too.
First of all, thanks for your support guys. I hoped that i would survive the war and to be honest my tonnage had fallen dramatically after autumn 1943. I had many encounters with patroling destroyers and convoys were difficult to approach. But this time i've had it, the result is allready known to you.

To Catfish: Yes, i was running at silent mode.

Now, TarJak reveals a whole new perspective to me with his reply! "... will ping you if they are alerted to your presence... they don't have to hear you to do so..." Can you explain this a little bit more? Do you mean that since an escort carrier was sunk then the destroyers had a good reason to "keep an eye open?" In this case , i should be more cautious next time.
Secondly, "...destroyers sitting silent and waiting for you to make a wrong move...". Well, this is very challenging! I hope they do that in GWX 2.0 though i haven't noticed anything like it yet.

My opinion is that i exposed my port side to the enemy sonar for some time and with the Hunter-Killer destroyers looking for me... i was PROVOCATIVE:yep: but i could not go faster guys. "Too much risk", this was my thought.

Kpt Lehmann, i would also add: http://www.subsim.com/radioroom/showthread.php?t=104377
bracer posted the link at a previous post of his at this thread.

All in all, i am very happy that i had a "fairly realistic" experience as TarJak said.
This means that GWX simply rocks!!!!!!
Still, sonar detection and AI sonar are very interesting matters. I am sure more questions will be brought up...

Nevertheless, LOCK AND LOLL & SINK 'EM ALL.:rock:

bracer 04-12-08 12:43 PM

Quote:

Originally Posted by tomfon
Now, TarJak reveals a whole new perspective to me with his reply! "... will ping you if they are alerted to your presence... they don't have to hear you to do so..." Can you explain this a little bit more? Do you mean that since an escort carrier was sunk then the destroyers had a good reason to "keep an eye open?"

The ping sound from the destroyers sonar is heard in the uboat even though the "sound beam" doesn't hit you're boat. So you can hear the destroyers search for uboats with their sonar, but when you hear the destroyer go from longrange to shortrange sonar (shorter time in between the pings) then you can be sure that they have found something, most sertainly your uboat. Time for pain in other words....
This is an interesting articel if you would like to read more about this stuff:
http://www.uboat.net/allies/technical/asdic.htm

I would also like an answer on how long the escorts in the area stay "alerted" in SH3 after you've sunk something?

Quote:

This means that GWX simply rocks!!!!!!
Still, sonar detection and AI sonar are very interesting matters. I am sure more questions will be brought up...
Couldn't agree more to both of these statements!!
There is lots of people playing GWX on this forum that should try to revert back to stock SH3 and fresh up their memory of how the AI sucked in stock! Then they will most certainly stop bugging the GWX crew for their work! GWX has certainly brought life to the AI within the limits of the SH3 engine!
GWX does simply rock!
/Bracer

tomfon 04-12-08 02:10 PM

Thanks for the link.:up:

According to my experience after a torpedo impact the destroyers will stay for less than an hour if they haven't managed to make contact (that is around 40min). If they make contact but lose it for some reason then, it will be certainly an hour. 1944 and onwards they might stay longer but i can't be more exact. I remember a destroyer pinging me for over an hour after i attacked a small convoy. This destroyer was its only defense (!) and was desperate to kill me. I had to go to periscope depth and launch a T IV torpedo.

What troubles me is the behaviour of the armed trawlers (the flower class ones). It stayed long after the destroyers had left and despite the fact that it had no more depth charges it kept pinging me. It wouldn't go! I had to surface the boat and attack with the deck gun. My watch officer was killed.:nope:

Question. How many depth charges a destroyer could carry on average?

P.S. Next time i will be ready. I'll have the "Knocking on Heavens Door" by Bob Dylan playing when the "Abandon Career" screen appears!

Keep pinging! :rock:

danlisa 04-12-08 02:27 PM

Quote:

Originally Posted by tomfon
How many depth charges a destroyer could carry on average?

Start counting from the first explosion and stop when they do.:arrgh!:

I think somewhere between 100-200 but that figure is completely optional depending on what the carrying ship wanted to remove in exchange for the DC's.


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