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-   -   DW RA Mod Screens Warning big photos (https://www.subsim.com/radioroom/showthread.php?t=145764)

Janus 12-22-08 04:34 AM

One thing I noticed from the May beta version: all the towed arrays have very small baffles compared to standard DW and LWAMI. I tried Ohio, Oscar-II and Trafalgar - their towed array blind spot is only 20 degrees. That's much less than in LWAMI or standard DW. Why is this?

goldorak 12-22-08 08:18 AM

Maybe Lwami exagerated in the opposite sense ?
Having a 60 degree baffle for the towed array, and an even bigger baffle for the bow array (more than 100 degrees if I'm not mistaken) is waaaay to much, I have problems thinking that in real life subs have such great baffle areas.

XabbaRus 12-22-08 08:20 AM

Take a look at SCX, that made the baffle smaller.

Bellman 12-22-08 09:08 AM

The Greenville Incident report may have contributed to Lwami baffle increases, particularly with the SA.

After playtest with the Beta I like much of RA, but find the Adcap and Ugst performance unintelligent ! Under 'Truth' the torps exhibit little of the sensitivity developed in Lwamis fine work.

goldorak 12-22-08 09:22 AM

Quote:

Originally Posted by Bellman
The Greenville Incident report may have contributed to Lwami baffle increases, particularly with the SA.

After playtest I like much of RA, but find the Adcap and Ugst performance unintelligent !

To be honest, I have a hard time thinking that the greenville incident was due in part to "big" baffles and that somehow the crew didn't notice the ship on sonar/periscope.
All is possibile, but really, you would think these multi-billion $ machines would have baffles riduced to the minimum. C'mon 120 degrees baffles for the bow array ? Thats just crazy in my humble opinion.

Bellman 12-22-08 09:29 AM

Nobodys claiming that 1) baffles caused incident... or 2) they were 120 deg !
Just that, if you have read report, that baffles were greater than 60 deg. and less than 120 deg.
That 'may' have been one factor which influenced Lwami changes - the matter was aired at the time.

goldorak 12-22-08 09:34 AM

Quote:

Originally Posted by Bellman
Nobodys claiming that 1. baffles caused... or 2. they were 120 deg !
Just that, if you have read report, that baffles were greater than 60 deg. and less than 120 deg.

Well Bellman, between 60 and 120 degrees there is a lot of leeway.
Lwami just choose to go with the biggest value. I would have choosen a more conservative value around 80 degrees.

There is also a gameplay consideration, by using extremely big baffles you make it very improbable or difficult to track a contact using 2 passive sensors at the same time. Thats why I appreciate RA, its easier now to use ba and ta to track contacts. :cool:

Neptunus Rex 12-22-08 09:58 AM

The baffle area isn't created by the ships screw, but the ships hull. That spherical array attaches to the hull which masks any contact aft of that line.

Same thing for the conformal array if equipped.

The towed array, say perhaps 1200 feet in length, the actual sensors can only occupy a length somewhat less than the platforms hull. At full deployment, that would put the forward beam some 900 feet behind ownship. Assuming a 30 foot beam, that subtends to a 2 degree angle.

The towed array is useless while manuevering, so why a large baffle for the towed array?

Molon Labe 12-22-08 10:17 AM

From the Greeneville report:

Quote:

As is typical of all submarines, interference from noises generated by the Greenville itself prevented the sonar system from reliably detecting sonar signals between approximately 120 degrees and 240 degrees relative to the vessel's bow.
National Transportation Safety Board, Marine Accident Brief DCA-01-MM-022 at 11, note 15, available at http://upload.wikimedia.org/wikipedi...greenville.pdf

Neptunus Rex 12-22-08 05:54 PM

The NTSB had no business investigating this as it did not involve a public mode of transportation or a manner open to the public for private use.

Castout 12-22-08 09:42 PM

Quote:

Originally Posted by Bellman
After playtest with the Beta I like much of RA, but find the Adcap and Ugst performance unintelligent ! Under 'Truth' the torps exhibit little of the sensitivity developed in Lwamis fine work.

It's actually the opposite, in RA the ADCAP is much more realistic. It has a rotating head, so it no longer snake in the active mode.

The thing is you can no longer launch the ADCAP at maximum speed of 55 knots try launching the ADCAP at 45-50 knots so the rotating head is given moe time to rotate and find the target.

I used to believe that the ADCAP sucks too until I played it right.

Castout 12-22-08 09:47 PM

Quote:

Originally Posted by MR. Wood
I'll do some torpedoes tomorrow can someone send me the new kilo and seawolf my ip is banned for there for some damn reason:damn: I seen something saying there moving there site and this is causing problems. Tell me the seawolf looks good please.

Here they are Anthony

The new Seawolf
http://img.photobucket.com/albums/v319/roh_kudus/21.jpg

The new Kilo
http://img.photobucket.com/albums/v3...kudus/Kilo.jpg

New Harushio
http://img.photobucket.com/albums/v3...s/Harushio.jpg

Bellman 12-23-08 12:34 AM

Castout the info on launching RA Adcaps at lower speeds has been out there for a long time and was factored into tests.

Maybe the 360 deg. rotation is just too slow in updating. Compare airborne radar facility to switch to a narrow fast updating sector of coverage. Whatever, I find compared with Lwami, where I contributed a little to testing, that the RA results show that the new doctrines have lowered kill efficency and increased avoidance capability.

Claims to realism have to be treated carefully.

Castout 12-23-08 01:49 AM

Quote:

Originally Posted by Bellman
Castout the info on launching RA Adcaps at lower speeds has been out there for a long time and was factored into tests.

Maybe the 360 deg. rotation is just too slow in updating. Compare airborne radar facility to switch to a narrow fast updating sector of coverage. Whatever, I find compared with Lwami, where I contributed a little to testing, that the RA results show that the new doctrines have lowered kill efficency and increased avoidance capability.

Claims to realism have to be treated carefully.

You could try making the head to rotate faster and see whether it helps. I tinkered with the head rotation speed when I first played with RA. In the end I reverted back to the original values/files. Yes I didn't hit anything at first with the ADCAP. I was quite disappointed at first and hence decided to chnage the head rotation speed quite a bit actually. Down to 2 seconds(or was that 1 second) a segment I believe, so that the head would rotate, ping out and wait for a return in exactly 2 seconds before rotating to the next direction. But try to calculate the sound speed in water. In 2 seconds how much distance would it cover? almost 3 km at a 20 celcius degree temperature so about a mere 2 nm only. But this is only the ping out distance, halve this value to get the distance that a 2 seconds delay would give you, that would be a mere 1 nm distance which is ridiculously short. Of course it would still work effectively in game but the value is not realistic. Maybe a value greater than 2 seconds would be more appropriate.

Or an improvement in the overall ADCAP doctrine to better mimic its RL smart ADCAP torpedo counterpart.

Bellman 12-23-08 04:42 AM

You know I guess I'm beeing picky - there's some nice work here. With some further testing I find the Adcaps perfect against a manouvering sub which is not using CMs.

My criticism about lack of sensitivity can be narrowed down to the performance of the torp after the commendable spoofing effect of the CM/s. Is the delay before recommencing search set a little too high ? How quickly and efficiently does the pre-spoofed torp recover full search ability ? Its a matter of opinion, and only of tweaking, if a change is desirable.

Lest me say, on a positive note, how much I am looking forward to boosting my interest in DW, with RA as the catalyst - great models and fantastic new platforms. Looking forward also to exploiting the full potential of the new weapons and the superb FFG heli control system. :|\\

MR. Wood 12-23-08 11:45 PM

Thanks Castout they look good. I have been really busy at work so I haven't had time to take and post screens of the torpedoes but I will by Friday.

Castout 12-24-08 11:07 PM

Quote:

Originally Posted by Bellman
You know I guess I'm beeing picky - there's some nice work here. With some further testing I find the Adcaps perfect against a manouvering sub which is not using CMs.

My criticism about lack of sensitivity can be narrowed down to the performance of the torp after the commendable spoofing effect of the CM/s. Is the delay before recommencing search set a little too high ? How quickly and efficiently does the pre-spoofed torp recover full search ability ? Its a matter of opinion, and only of tweaking, if a change is desirable.

Lest me say, on a positive note, how much I am looking forward to boosting my interest in DW, with RA as the catalyst - great models and fantastic new platforms. Looking forward also to exploiting the full potential of the new weapons and the superb FFG heli control system. :|\\

My guess is that once spoofed the torpedo head would commence searching i.e, rotating again and with already relatively short distance with the target it doesn't have enough time to fully scan all of its segment hence missing the otherwise obvious target.

A smarter spoof proof ADCAP is what we may all need. or a lower launching speed say even to 40 knots. For diesel subs the launch speed can go pretty low while for nuclear sub targets it must at least be about 44-45 knots imo. So the ADCAP is much more dangerous when launched against slower moving diesel subs. Because once spoofed it would still have enough time to reacquire its target due to its lower launch speed.

MR. Wood 12-25-08 08:48 PM

Here is some of the torpedoes guys Merry Christmas to all :ping: http://i27.photobucket.com/albums/c1...mp00018684.jpg http://i27.photobucket.com/albums/c1...mp00025140.jpghttp://i27.photobucket.com/albums/c1...mp00164883.jpg
http://i27.photobucket.com/albums/c1...mp00036151.jpg http://i27.photobucket.com/albums/c1...mp00040918.jpg http://i27.photobucket.com/albums/c1...mp00045745.jpg http://i27.photobucket.com/albums/c1...mp00049840.jpg http://i27.photobucket.com/albums/c1...mp00054148.jpg http://i27.photobucket.com/albums/c1...mp00063904.jpg http://i27.photobucket.com/albums/c1...mp00078184.jpg http://i27.photobucket.com/albums/c1...mp00083563.jpg http://i27.photobucket.com/albums/c1...mp00088999.jpg http://i27.photobucket.com/albums/c1...mp00098413.jpg http://i27.photobucket.com/albums/c1...mp00103585.jpg http://i27.photobucket.com/albums/c1...mp00106852.jpg http://i27.photobucket.com/albums/c1...mp00116910.jpg

Kapitan 12-26-08 09:03 AM

Just installing the beta version of this it looks great so far from the shots i hope there will be a playable uddy or sovvy coming along they are great platforms.

Regards.

MR. Wood 12-26-08 12:36 PM

Good news for you, there is a Russian Udaloy DDG here is some screens sorry forgot to put them in before wish we could have a DDG-51 or a CG (VLS) or something like them I know some will say that they are not primary asw platforms but the do have a great capability.http://i27.photobucket.com/albums/c1...mp00296499.jpg http://i27.photobucket.com/albums/c1...mp00312840.jpg http://i27.photobucket.com/albums/c1...mp00308189.jpg http://i27.photobucket.com/albums/c1...mp00177702.jpg http://i27.photobucket.com/albums/c1...mp00157239.jpg http://i27.photobucket.com/albums/c1...mp00040633.jpg


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