SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   Silent Hunter 4: Wolves of the Pacific (https://www.subsim.com/radioroom/forumdisplay.php?f=202)
-   -   The mathematics of roving searches (https://www.subsim.com/radioroom/showthread.php?t=221505)

aanker 08-18-15 01:36 PM

I could have sworn it was in, 'Clear The Bridge', however I have read so many books - it could have been a different Skipper.

Whomever it was wrote that upon reaching his assigned area, he tried 'All Stop' and performed high-scope & radar searches at that location all day. The next day he would move 20 nm, and conduct the high-scope search at the new location all day, sail 20 nm the next day, and repeat the procedure until he found a contact.

Sadly, unlike SH1, SH4 doesn't model the larger horizon gained by using 'high-scope' searches, although in real life many patrolled using the high-scope farther horizon advantage.

What SH4 does correctly is model the almost daily position reports the Japanese (and Germans) were required to report. These reports would be intercepted and decoded becoming the ULTRA reports our Commanders received, and that We receive in-game as the red boxes with directional tails on our chart/map screen, along with the position report messages. This is why it doesn't bother me that those position reports are on the Nav map, although of course there are too many in Stock... (as was the case in SH1)

Unlike the Axis, US boats did as little communicating as possible - mostly none - because they were the 'silent service'. The few US wolfpack missions required some communication between the boats, and a small handful of boats reported that they were under attack, however most did not even report that. After a period of time they would be declared overdue and lost at sea.

This topic, "The mathematics of roving searches" is very interesting and is interesting to compare with the above static search method that conserves some fuel.

I've been a fan since the excellent tutorial on how to make a torpedo attack without the use of a TDC (S-boats didn't have a TDC) written by someone whose initials are, 'Frank Kulick'.

Happy Hunting!

Rockin Robbins 08-18-15 04:00 PM

I base my theories on those of Admiral Eugene Fluckey, who with the USS Barb found targets when nobody else did. He didn't know the shipping lanes because he couldn't open his game box and dig one up or do a Google search. In Thunder Below he goes into great detail explaining exactly what I've laid out. All things being equal, your number of contacts developed is proportional to the number of square miles of ocean surface you search in a day.

Of course that has to be modified by the length of the cruise, the amount of fuel you have and having enough torpedoes to cruise the distance without running out.

Fluckey, starting his career when boats routinely returned to base without finding a single target, set the world on fire simply by staying on the surface, covering the most ground per day and using the longest range sensors he had (unlike SH4, radars broke painfully often). He pioneered using the scope on the surface, extended to its highest position to extend the horizon enough that he could double his visual search area.

So in real life they had to use raindrop theory at best to search for targets. Because of hindsight, we might come up with better methods but they would be bogus, based on assumptions real sub skippers couldn't make.

ColonelSandersLite 08-18-15 05:30 PM

Quote:

Originally Posted by Rockin Robbins (Post 2337389)
He didn't know the shipping lanes because he couldn't open his game box and dig one up or do a Google search.

No, they had compiled inteligence reports from sighting reports and radio intercepts. This aspect is mostly overlooked and missing in the game.

Quote:

Originally Posted by Rockin Robbins (Post 2337389)
So in real life they had to use raindrop theory at best to search for targets. Because of hindsight, we might come up with better methods but they would be bogus, based on assumptions real sub skippers couldn't make.

If raindrop theory is to be used, then that would advocate just moving at 1 knot to maximise loiter time. See my previous post.



I've started putting together a simple computer model to help out and give us some actual hard data to think on. I should have it done in a day or two.

Rockin Robbins 08-18-15 05:54 PM

Quote:

Originally Posted by ColonelSandersLite (Post 2337408)
No, they had compiled inteligence reports from sighting reports and radio intercepts. This aspect is mostly overlooked and missing in the game.


If raindrop theory is to be used, then that would advocate just moving at 1 knot to maximise loiter time. See my previous post.



I've started putting together a simple computer model to help out and give us some actual hard data to think on. I should have it done in a day or two.

Actually at any given time the air of a certain volume is occupied by a certain number of raindrops. In a flow that dense you encounter the same number of raindrops no matter what speed you run until you start to go faster than the time it takes the drop to fall your height. Then your horizontal velocity brings you into more raindrops than you would encounter standing still or going slower than that speed.

Let's quote Admiral Eugene Fluckey, quoting himself on page 65 of Thunder Below, in a conversation with Admiral Lockwood, who Fluckey would replace later.

Quote:

"Luck is where you find it--but to find it you have to look for it. During her seventh patrol Barb was submerged every day waiting for the enemy to pass her way. It's no good. The area os search is practically nil.

"There's a big ocean out there. I search it on the surface with our high periscope up and a wide, sweeping zig plan, using as high speed as our fuel supply will allow. Now I realize that we may be sighted, depth charged, and bombed more often, but we'll find a helluva lot more targets. On our last patrol we spent only one full day submerged to check their biggest harbor.
Pretty clear that ULTRA position reports were rare. Pretty clear that Lockwood didn't micromanage his skippers. Pretty clear that he didn't mention shipping lanes. Yes, he spent every moment reading war patrol reports for the purpose of figuring out where to hunt and what mistakes to avoid. Pretty clear that Fluckey's method is what I've copied and it works. Wide, sweeping zig plan, speed highest for patrol time: 11 knots for fleet boat, longest range sensors available.

This was the most successful sub captain in WWII for innovation, turning a slow part of the war into a bonanza. Heck, he sank a train.

ColonelSandersLite 08-18-15 08:16 PM

Quote:

Originally Posted by Rockin Robbins (Post 2337410)
Actually at any given time the air of a certain volume is occupied by a certain number of raindrops.

Now *this* is the critical factor that makes things pretty complicated. At what point exactly is it? I suspect that it depends very much on a number of factors, which is why I'm just writing a computer simulation. These factors would include:

Sensor range (maybe patrolling works better with SJ-1 while lookouts work better stationary?)
Target speed (maybe patrolling gives better odds of finding ships under a certain speed while having little or no effect on targets above a certain speed.
Patrol speed (maybe patrolling at 10 knots doesn't significantly change your odds from patrolling at 3 knots?)

The easiest way to get useful info that I see is just to write a computer program to try them all like 500,000,000 times.


Oh, and I wasn't talking about radio stuff specifically. More along the lines of something as simple as taking a map and putting a pin in it for every contact report. You know where all the ports are, and often logical deductions can be made just by connecting the dots. Other efforts will provide more data to work with, but the basic concept remains the same really. In other words, if you never look anything up in your sh carreer, you get the amount on intel you personally generate (and probably don't store it all that well), whereas a sub skipper in ww2 was additionally getting intel from other sources. That being said, I don't tend to look up things very often as the information revealed can be way too precise.

TorpX 08-18-15 10:59 PM

Quote:

Originally Posted by ColonelSandersLite (Post 2337193)
Actually, Check this out, it might actually answer the question but I suspect a big flaw
https://www.youtube.com/watch?v=3MqY...ature=youtu.be

That's a pretty good analogy there.


Quote:

The suspected flaw:
"Without prior knowledge to the contrary, we must also assume that traffic flow is statistical uniform."
When you move through an area, we know that no traffic moving at x speed can be in certain locations. For example, a 10 knot target could not have moved all the way through an area you searched with SJ-1 radar half an hour ago if you are cruising at 10 knots. This means that you do have some prior knowledge of where targets are not at any given time. Let's call these areas cavities.

I consider this the beauty of my solution. I've used vector addition to subtract the target ships' speed. (This sort of thing was done with a 'maneuvering board' for various problems.) Working the problem this way, the ships in diagram 2 (if there are any) do not move. We need not make any assumptions of how many, or where the ships are located. All that need to be done is compare the respective areas cut out, of the moving sub and the stationary one.


Here is another way to look at it. If the sub is going W and a ship is just far enough to the E to escape detection, it only needs to get through before the sub reverses course and can reach that area again. If the width of the search zone is very narrow, the sub will reach that area faster, and it will be hard or even impossible for the ship to get through here, but that also means there is more space on either side that is not being searched. Take this to it's logical conclusion and you are back to being stationary; no ship within your detection radius will get through, but every ship on either side will.

Quote:

Originally Posted by aanker (Post 2337358)
I could have sworn it was in, 'Clear The Bridge', however I have read so many books - it could have been a different Skipper.

Yes, thank-you. It's on page 54. I'm glad I'm not the only one who remembers that. I think O'Kane did a good job of explaining it.


Quote:

Sadly, unlike SH1, SH4 doesn't model the larger horizon gained by using 'high-scope' searches, although in real life many patrolled using the high-scope farther horizon advantage.
Yeah, Ubisoft sure could have done better.



Quote:

Originally Posted by Rockin Robbins (Post 2337389)
I base my theories on those of Admiral Eugene Fluckey, who with the USS Barb found targets when nobody else did. He didn't know the shipping lanes because he couldn't open his game box and dig one up or do a Google search. In Thunder Below he goes into great detail explaining exactly what I've laid out. All things being equal, your number of contacts developed is proportional to the number of square miles of ocean surface you search in a day.


Not to criticize Fluckey, but iirc, he did run short of fuel on one patrol, and had to go home empty handed; the point being that roaming doesn't guarantee results, and may leave you low on fuel.


Quote:

Because of hindsight, we might come up with better methods but they would be bogus, based on assumptions real sub skippers couldn't make.
Not sure what you mean here. None of the math I've used requires quantum mechanics, string theory, or black magic.


I wouldn't even say that I've come up with a new method. It's more along the lines of a guideline as to what one can expect from roaming, so one can decide if it is worthwhile. In any case, O'Kane did do stationary patrolling on at least one war patrol, so it is not a gamey-hindsight deal.

Crannogman 08-18-15 11:12 PM

IIRC, there is no gain in efficiency below 10-11kts. So you won't gain any distance by going slower than that, but you will remain on station for more time. I guess the moral may be that efficiently patrolling a barrier longer than ~35nm will allow an increasingly large fraction of shipping to escape detection. However, a barrier shorter than 35nm allows you to spot anything transitting while moving slower and staying on station longer.

ColonelSandersLite 08-19-15 12:26 AM

Quote:

Originally Posted by TorpX (Post 2337771)
I consider this the beauty of my solution. I've used vector addition to subtract the target ships' speed. (This sort of thing was done with a 'maneuvering board' for various problems.) Working the problem this way, the ships in diagram 2 (if there are any) do not move. We need not make any assumptions of how many, or where the ships are located. All that need to be done is compare the respective areas cut out, of the moving sub and the stationary one.

Yes, except I see big flaw in the reasoning here. Suppose we are patrolling roughly E-W in a hypothetical N-S shipping lane. We add a northward cant to our patrol as in your examples. This absolutely does decrease the speed vector of any ship moving north, thus giving better odds of detection. Shipping lanes go both ways though and it also has an inverse effect on any ship heading south, decreasing odds of detection. Supposing that you're trying to find a target you have some prior knowledge of (a radio reported convoy for instance), reducing the speed vector would surely help to actually locate them. Otherwise, I suspect that it doesn't actually help due to the inverse nature this has on finding targets going the other way. Though it might due to reasons I can't quite fully articulate at the moment.

Oh, been meaning to tell you that your link to table.txt above is broken.


Quote:

Originally Posted by TorpX (Post 2337771)
Not sure what you mean here. None of the math I've used requires quantum mechanics, string theory, or black magic.

I wouldn't even say that I've come up with a new method. It's more along the lines of a guideline as to what one can expect from roaming, so one can decide if it is worthwhile. In any case, O'Kane did do stationary patrolling on at least one war patrol, so it is not a gamey-hindsight deal.

Gotta agree here. The actual math on this sort of thing was probably worked out a *long* time ago due to how pertinent this thinking is to every navy on the planet. The thing is that I have no idea where to find the information. I can most likely find the answer for myself more easily than I can research it.

Crannogman 08-19-15 06:10 AM

Quote:

Originally Posted by ColonelSandersLite (Post 2337777)
Yes, except I see big flaw in the reasoning here. Suppose we are patrolling roughly E-W in a hypothetical N-S shipping lane. We add a northward cant to our patrol as in your examples. This absolutely does decrease the speed vector of any ship moving north, thus giving better odds of detection. Shipping lanes go both ways though and it also has an inverse effect on any ship heading south, decreasing odds of detection. Supposing that you're trying to find a target you have some prior knowledge of (a radio reported convoy for instance), reducing the speed vector would surely help to actually locate them. Otherwise, I suspect that it doesn't actually help due to the inverse nature this has on finding targets going the other way. Though it might due to reasons I can't quite fully articulate at the moment.

I think you're missing the fact that figures 1 and 2 show the same thing - the sub is going due East & West in both, and the ships are traveling North-South. The change is this: in Fig1, the "camera" is hovering above the same spot on the earth. In Fig2, the "camera" is hovering above the same ship. Everything else in unchanged. The sub only appears to have a northward cant because the frame of reference is moving south. To a ship moving south, the same sub would appear to have a southward cant.
It's an exercise in relativity. The reason to use the ship's frame of reference is to visually display the area searched by the sub and the areas to which the sub is blind. Fig3 demonstrates that, as the speed of the sub increases relative to the speed of the ship, the gaps in its search pattern shrink until there is noplace to hide

Rockin Robbins 08-19-15 08:18 AM

Quote:

Originally Posted by TorpX (Post 2337771)
Not to criticize Fluckey, but iirc, he did run short of fuel on one patrol, and had to go home empty handed; the point being that roaming doesn't guarantee results, and may leave you low on fuel.


You can do all the right things and still lose. It's fundamental game theory. Fluckey was by far the most successful captain of his era of the war. The reason was his strategy: search the maximum number of square miles per day consistent with your mission. Could he search and come up empty? Sure. Was his strategy totally valid? Look at his results. Look at the results of all other boats working in his time frame. What was the difference? Search methods.


Quote:

Originally Posted by TorpX (Post 2337771)
Not sure what you mean here. None of the math I've used requires quantum mechanics, string theory, or black magic.

It requires your "beautiful" vector subtraction of an unknown target running an unknown speed at an unknown heading. That, sir, is black magic. Your theory is based on a fallacy: that you can know the course and speed of your enemy before you ever encounter him. The only valid strategies must assume that you don't know that information.

Again, searching is a numbers game. You're a card counter at a blackjack table. Are the odds in your favor? Sure. Are you going to win every time? Don't make me laugh. But does an example of failure invalidate card counting in blackjack? Not on your life. Play long enough and you win. Trotting out an example of Fluckey not finding anything is like that. He played long enough and cleaned out the house.

Also, if you're running RSRDC, it's fatally broken. The enemy shipping is coming no matter what. You can sit there sinking ships in a single choke point for the entire war and they just keep coming. In the quest for historical accuracy Lurker put the war in a stratjacket. He turned a living breathing war into a wind-up clock. In reality, when a target was sunk the Japanese rerouted shipping to avoid the submarine. This made covering ground as I've laid out an absolute necessity if you wanted to sink more than one or two targets.

As flawed as it is, the unmodified game traffic does a much better job of portraying the situation from the sub skipper's point of view. Actually some of the middle TMO versions were even better because they had more variety in their encounters.

ColonelSandersLite 08-19-15 09:24 AM

Quote:

Originally Posted by Crannogman (Post 2337815)
I think you're missing the fact that figures 1 and 2 show the same thing...

It was late and I was exhausted. I shouldn't have been doing any critical thinking then, much less publicly saying the result of said thinking. So disregard the previous. Just a short time beforehand, I had been doing some thinking on an example where you have an idea that a specific target will be transiting an area and know it's general parameters. In that case, we *can* improve the odds of detection by also adding in an element of the targets course to our own. Still, this isn't quite what I was actually replying to. Oops.


Quote:

Originally Posted by Rockin Robbins (Post 2337860)
You can do all the right things and still lose. It's fundamental game theory. ...The reason was his strategy: search the maximum number of square miles per day consistent with your mission.

It requires your "beautiful" vector subtraction of an unknown target running an unknown speed at an unknown heading. That, sir, is black magic. Your theory is based on a fallacy: that you can know the course and speed of your enemy before you ever encounter him.... You're a card counter at a blackjack table.

You misunderstand. At no point are we assuming that we know the targets speed, location, or exact heading. We're discussing game theory and probability. Card counting as you put it. This isn't in any way about knowing what the target is doing. It is specifically about understanding how what we are doing interacts with what the target is doing and how it changes the odds. If you look at fig 2 above, we don't need to know the targets actual speed. We understand that if he is moving faster, the angles widen, giving decreased relative coverage. If he is moving slower, the angles narrow, giving increased relative coverage. Again, we don't need to know his speed, we're only working to understand the odds and how to play them.

We can make reasoned generalizations about the traffic direction in an area. We can also generalize speeds by saying that almost all merchants are doing 10 knots or less. This isn't black magic. Not unless you consider understanding the probabilities of your tactical situation such anyways.

Rockin Robbins 08-19-15 12:24 PM

No, you're right. We have to simultaneously prepare for the sensible and for chaos. Most of the time we have mutually exclusive choices with advantages and disadvantages for each choice. Running a submarine is hell. So many ways to make wrong choices while trying to manipulate the odds in your favor. It's like fishing where science, superstition and guesswork play equal and often indistinguishable roles.

TorpX 08-19-15 09:50 PM

Quote:

Originally Posted by Crannogman (Post 2337815)
I think you're missing the fact that figures 1 and 2 show the same thing - the sub is going due East & West in both, and the ships are traveling North-South. The change is this: in Fig1, the "camera" is hovering above the same spot on the earth. In Fig2, the "camera" is hovering above the same ship. Everything else in unchanged. The sub only appears to have a northward cant because the frame of reference is moving south. To a ship moving south, the same sub would appear to have a southward cant.
It's an exercise in relativity. The reason to use the ship's frame of reference is to visually display the area searched by the sub and the areas to which the sub is blind. Fig3 demonstrates that, as the speed of the sub increases relative to the speed of the ship, the gaps in its search pattern shrink until there is noplace to hide

Yes. This is exactly right.

Quote:

Originally Posted by Rockin Robbins (Post 2337860)

You can do all the right things and still lose. It's fundamental game theory. Fluckey was by far the most successful captain of his era of the war. The reason was his strategy: search the maximum number of square miles per day consistent with your mission. Could he search and come up empty? Sure. Was his strategy totally valid? Look at his results. Look at the results of all other boats working in his time frame. What was the difference? Search methods.



Yes, he did very well, but O'Kane also did very well. Flucky's success was also due to his willingness to hunt in shoal waters, that other skippers avoided.

Quote:

Originally Posted by ColonelSandersLite (Post 2337881)


You misunderstand. At no point are we assuming that we know the targets speed, location, or exact heading. We're discussing game theory and probability. Card counting as you put it. This isn't in any way about knowing what the target is doing. It is specifically about understanding how what we are doing interacts with what the target is doing and how it changes the odds. If you look at fig 2 above, we don't need to know the targets actual speed. We understand that if he is moving faster, the angles widen, giving decreased relative coverage. If he is moving slower, the angles narrow, giving increased relative coverage. Again, we don't need to know his speed, we're only working to understand the odds and how to play them.

We can make reasoned generalizations about the traffic direction in an area. We can also generalize speeds by saying that almost all merchants are doing 10 knots or less. This isn't black magic. Not unless you consider understanding the probabilities of your tactical situation such anyways.

This is also correct.







The point to the OP is not for me to convert everyone from patrolling in their favorite way, to patrolling in my favorite way, but rather to provide some kind of objective guideline for players (especially newer ones), who may not want to do the geometry.



A while ago, I was watching one of the 'Let's Play...' videos about SH4 (not anyone here). The author sailed from base to patrol area, and another area, burning through a lot of fuel at high TC. He seemed genuinely surprised and frustrated that he didn't find anything before having to find a place to refuel. As far as he knew, he was doing what he was supposed to, going to an enemy controlled sea, looking around, then going to another, and another... Most experienced SH players develop an intuitive understanding of good patrol practice, even if they can't follow all the math. They would not have made such a mistake. New, or casual, players may be in the dark about this.





Quote:

Originally Posted by ColonelSandersLite (Post 2337881)
The actual math on this sort of thing was probably worked out a *long* time ago due to how pertinent this thinking is to every navy on the planet. The thing is that I have no idea where to find the information.

You know, you're right. They had to know this. Perhaps they didn't put it in all the usual manuals because they considered it elementary.





Oh, and the link should work now. I changed to a different table to make clear I was using Vu for sub speed, Vt for target speed, etc.

ColonelSandersLite 08-19-15 11:37 PM

Quote:

Originally Posted by TorpX (Post 2338051)
You know, you're right. They had to know this. Perhaps they didn't put it in all the usual manuals because they considered it elementary.

Well, a couple of things occur to me.

First, it's not really a particularly romantic subject. Sure, everyone likes looking at battle tactics, but the mundane details of how to steer the ship aren't particularly sought after information in general.

Second, it's not particularly useful information outside of a martial context. In the civil world, rendezvouses at sea aren't really commonly done and when they are both parties are probably willing to openly communicate with each other. The closest common concern that I can think of in the civil world would be potential search and rescue operations and buoys and such. The theory there is pretty different though, since in that case you're trying to find something that's either stationary or drifting.

CaptBones 08-20-15 12:43 PM

Interesting reading...
 
The most enjoyable part, so far, was...

"Gotta agree here. The actual math on this sort of thing was probably worked out a *long* time ago due to how pertinent this thinking is to every navy on the planet. The thing is that I have no idea where to find the information. I can most likely find the answer for myself more easily than I can research it."

Quite right…WRT the real world, the math in this thread isn’t entirely complete, but it is very much on target, since the solutions in real life are based on vector analysis. None of the naval commanders in the USN during WWII (including O'Kane and Fluckey) had to make things up entirely on their own; there was a large knowledge base available from the pre-war "Battle Problems", in which the submarine force was used almost exclusively for scouting, searching and patrolling large open ocean areas. Following the war, specific methods for search, patrol and detection, became part of the tactical doctrine for USN and NATO navies that is (or at least was) in ATP-1 (Allied Tactical Publication) and other ATP series books, as well as NTP (Naval Tactical Publication) series books. Of course, they are all classified; at least CONFIDENTIAL and most at SECRET level. Another problem is that almost all of the doctrine used since WWII is based on using aircraft to conduct large open ocean area searches. Oh, well...

The fundamentals are all part of the science of Operational Research/Operations Analysis, going back at least as far as the late 19th/early 20th Century. OR/OA became a recognized science during and after WWII and is an essential element of Military Science today. If you want a more thorough discussion of the real world math and real world sensors, much of the fundamental theories and math is openly available. You might consider getting and studying “Naval Operations Analysis” and “Principles of Naval Weapons Systems”, both from U.S. Naval Institute Press. I rummaged through an old Cruise Box ("Sea Chest" to some) of mine and found a copy of OEG Report 56, "Search and Screening" and some big 3-ring binders with hand-outs and class notes from Sub School, Destroyer School and War College. So, from the “real world” I offer the following…

The problems you are looking to solve are mostly dealt with by “Area Searches” and “Barrier Patrols”. The latter is more commonly used because the subject(s) of most searches is/are operating in one of three specific cases: 1. the target’s intention is to traverse a fairly straight “channel”, which may be a wide portion of the ocean (such as a known or suspected shipping lane), or; 2. the target is proceeding from a known point on the ocean (typically an island or harbor), or; 3. the target is proceeding toward a known point on the ocean (a mission objective area or an island or harbor). In case 1, the target vector velocities at all points are parallel and equal, a translational vector field, as shown in the OP. In case 2, the target vector velocities are all equal but are all directed away from that specific point, a centrifugal radial vector field. In case 3, the target vector velocities are all equal but are all directed inward toward that specific point, a centripetal radial vector field. In each case the problem is solved using either crossover patrols (when aircraft are searching for ships) or linear patrols (when ships are searching for ships). Let’s call the speed of the target “u” and the speed of the search vehicle “v”.

There are many variables that we don't have in the game, such as multiple sensors with different detection probabilities for different types (sizes) of targets under various weather (signal propagation) conditions. So, ignoring all of the variables that are not present in both the game and in real life, the simplest crossover patrol solution, gives us the geographic path, or course of the patrolling vehicle, across the width of the area being searched, to be done at an angle “a” from a line perpendicular to the axis of the search area, such that sin a = u/v. In real life, the width of the search area is based on the "sweep width" (sensor range) and desired probability of detection, applying the Inverse Cube Law of Detection and the normal probability tables (found in OEG Report 56), not "black magic" but requiring either a computer or good calculus skills...too much for any other than the hard-core fans here...yes?


You’ll note that solving for the angle "a" is essentially pointless as u and v get closer to the same value. The crossover patrol for ships searching for ships then becomes a linear patrol instead. The solution is to convert the angle from sin a = u/v into tan a = u/v, which commonly produces a recommended course line 45deg off the axis of the search area. The usual assumption is that surface ships will proceed at approximately the same speed; if Intelligence tells you otherwise, act on it.

BTW, it works both ways, giving us either an Advancing Barrier Patrol or a Retiring Barrier Patrol...and it can be stationary as well, useful for "choke points". You'll also note that none of the real world solutions offers a 100% probability of detection; the goal is to do just as others have stated here...cover the maximum search area possible in the amount of time available, with the highest detection probability possible.

BTW, you might be surprised to know that the search patterns in stock SH4 (and SH3) are almost right out of ATP-1 and the OA (Operations Analysis) books; they include the “Ladder Search” the "Crossover Barrier Patrol" and the "Expanding Square Search" (which the developers got completely backwards!!!). Unfortunately, none of them can be rotated; they are all fixed with a search axis along straight N-S/E-W lines and course lines of fixed length...oh well, again.

ColonelSandersLite 08-20-15 07:14 PM

So my computer simulation is almost done. Ships and subs are moving and subs are detecting ships. And data is being stored. All that needs to be done now is making it spit out usable statistical data. I'll get to that in the next couple of days.

If you have any particular patrol patterns you would like to see tested, I would be happy to run them.

just format them like this for me:
All waypoints should be a pair of coordinates, listed in nautical miles. The origin is the southwest corner of a hypothetical north-south running shipping lane with dimensions of 55 miles east/west X 500 miles north/south. The sub will loop through the waypoints if it finishes its path. The program will run the patrol at all speeds from 1 to 20 knots.

For example, the below is a 28 X 28 mile square roughly centered in the north/south axis.

41.5, 213.5
13.5, 213.5
13.5, 241.5
41.5, 241.5

TorpX 08-20-15 09:27 PM

Quote:

Originally Posted by CaptBones (Post 2338182)
None of the naval commanders in the USN during WWII (including O'Kane and Fluckey) had to make things up entirely on their own; there was a large knowledge base available from the pre-war "Battle Problems", in which the submarine force was used almost exclusively for scouting, searching and patrolling large open ocean areas. ... Of course, they are all classified; at least CONFIDENTIAL and most at SECRET level.

Well, that explains why we don't see the these at hnsa.org.

I'm surprised that so much of these subjects would be classified. It seems like we sell off technology that is much more of a concern.

I can imagine O'Kane or others giving some more detailed explanations of these things, only to be told by their publisher to cut it down to a couple paragraphs - nobody will want to read about that.



Quote:

BTW, you might be surprised to know that the search patterns in stock SH4 (and SH3) are almost right out of ATP-1 and the OA (Operations Analysis) books; they include the “Ladder Search” the "Crossover Barrier Patrol" and the "Expanding Square Search" (which the developers got completely backwards!!!). Unfortunately, none of them can be rotated; they are all fixed with a search axis along straight N-S/E-W lines and course lines of fixed length...oh well, again.
Not surprised; I mean about the getting it backwards part. :03:



Very interesting post, very worthwhile.



CaptBones 08-21-15 06:48 PM

Hello TorpX...

You're right..."overclassification" was a real concern during the 60's, 70's and 80's. At one point someone had the bright idea that we would be better off declassifying everything but a very very few documents. The theory behind that was that classifying information just told the "enemy" what to look for and what was good information worth getting and keeping; we were just making his job easier for him. One could imagine what it would take for some "enemy" or potential enemy to have to collect EVERYTHING and then wade through it to figure out what was good and worth keeping. Of course that was then and this is now...the computing power available today would make that "sorting" job much easier.

Yeah, the volume of dry, boring text and mind-numbing graphs, charts, tables, etc. is enough to make just about anyone put those books down and walk away. The 3-ring binders I have are each 3-4 inch "D" ring binders and are overflowing with that stuff (all stamped SECRET, but there is a letter taped to the inside of each front cover that identifies all of them as being past their respective "automatic downgrade/declassification" dates). Not to mention more than 350 pages in OEG Rpt 56; it's published title was "Search and Screening", certainly something you'd grab off the bookshelf if you saw it there!!!

Glad you enjoyed reading it. BTW, if you (or anyone else) knows how to rewrite the "Expanding Square" search to make it work correctly, please let me know...I would use it in both SH4 TMO and OM.

P.S. I asked Gene Fluckey once about his "daring-do" in risking his boat in shallow, poorly charted and/or ASW infested waters...he laughed and said nobody else was "stupid enough" to try it. Then again, you gotta' admire someone who said he'd pass up the chance to sink an enemy ship in exchange for rescuing some of our downed fliers.

ColonelSandersLite 08-21-15 07:56 PM

So here's some preliminary results and a few notes:
Code:

sub 1 finished patrol
  0kts, Simple Stationary Baseline
  Radar, SJ-1 detections 15087/30000, 50.29%
  Radar, SJ detections 10269/30000, 34.23%
  Hydrophone, JP detections 9504/30000, 31.68%
  Visual, Day detections 6105/30000, 20.35%
  Hydrophone, WCA detections 5802/30000, 19.34%
  Visual, Night detections 3957/30000, 13.19%

sub 2 finished patrol
  10kts, Back and forth accross the whole lane
  Radar, SJ-1 detections 19939/30000, 66.46%
  Radar, SJ detections 14324/30000, 47.75%
  Hydrophone, JP detections 13301/30000, 44.34%
  Visual, Day detections 8757/30000, 29.19%
  Hydrophone, WCA detections 8347/30000, 27.82%
  Visual, Night detections 5688/30000, 18.96%

sub 3 finished patrol
  10kts, Back and forth accross the whole lane minus 13.5 miles on each side.
  Radar, SJ-1 detections 21707/30000, 72.36%
  Radar, SJ detections 15563/30000, 51.88%
  Hydrophone, JP detections 14502/30000, 48.34%
  Visual, Day detections 9719/30000, 32.40%
  Hydrophone, WCA detections 9271/30000, 30.90%
  Visual, Night detections 6399/30000, 21.33%

sub 4 finished patrol
  10kts, Back and forth 13.5 miles.
  Radar, SJ-1 detections 20659/30000, 68.86%
  Radar, SJ detections 14885/30000, 49.62%
  Hydrophone, JP detections 13859/30000, 46.20%
  Visual, Day detections 9322/30000, 31.07%
  Hydrophone, WCA detections 8880/30000, 29.60%
  Visual, Night detections 6220/30000, 20.73%

sub 5 finished patrol
  10kts, 13.5X13.5 mile box.
  Radar, SJ-1 detections 18074/30000, 60.25%
  Radar, SJ detections 12638/30000, 42.13%
  Hydrophone, JP detections 11600/30000, 38.67%
  Visual, Day detections 7528/30000, 25.09%
  Hydrophone, WCA detections 7124/30000, 23.75%
  Visual, Night detections 4737/30000, 15.79%

sub 6 finished patrol
  10kts, 13.5X13.5 mile upright hourglass.
  Radar, SJ-1 detections 18399/30000, 61.33%
  Radar, SJ detections 13084/30000, 43.61%
  Hydrophone, JP detections 12234/30000, 40.78%
  Visual, Day detections 8403/30000, 28.01%
  Hydrophone, WCA detections 8023/30000, 26.74%
  Visual, Night detections 5799/30000, 19.33%

sub 7 finished patrol
  10kts, 13.5X13.5 mile sideways hourglass.
  Radar, SJ-1 detections 18015/30000, 60.05%
  Radar, SJ detections 12295/30000, 40.98%
  Hydrophone, JP detections 11511/30000, 38.37%
  Visual, Day detections 7954/30000, 26.51%
  Hydrophone, WCA detections 7605/30000, 25.35%
  Visual, Night detections 5683/30000, 18.94%

sub 8 finished patrol
  10kts, wide box.
  Radar, SJ-1 detections 18654/30000, 62.18%
  Radar, SJ detections 13388/30000, 44.63%
  Hydrophone, JP detections 12504/30000, 41.68%
  Visual, Day detections 7978/30000, 26.59%
  Hydrophone, WCA detections 7202/30000, 24.01%
  Visual, Night detections 5037/30000, 16.79%

sub 9 finished patrol
  10kts, wide upright hourglass.
  Radar, SJ-1 detections 19759/30000, 65.86%
  Radar, SJ detections 14425/30000, 48.08%
  Hydrophone, JP detections 13558/30000, 45.19%
  Visual, Day detections 9774/30000, 32.58%
  Hydrophone, WCA detections 9407/30000, 31.36%
  Visual, Night detections 7244/30000, 24.15%

sub 10 finished patrol
  10kts, wide sideways hourglass.
  Radar, SJ-1 detections 20349/30000, 67.83%
  Radar, SJ detections 15110/30000, 50.37%
  Hydrophone, JP detections 13892/30000, 46.31%
  Visual, Day detections 8255/30000, 27.52%
  Hydrophone, WCA detections 7686/30000, 25.62%
  Visual, Night detections 4649/30000, 15.50%

While I haven't fully crunched the numbers yet, some preliminary notes:

I ran the simulation a few times and compared results. Maximum deviation seems to be 1% with about 0.5% being more typical. I will increase the number of tests by a couple of orders of magnitude when I'm fully happy with all of it to reduce error. That will take a while to run though.

There was a general trend for detection odds to go up with sub speed (multiple subspeeds not shown here) in a nonlinear fashion. For example, going from speed 0 to speed 1 might yield a 0.75% increase, but going from 15 to 16 might yield a 3% increase. There is certainly a point where decreased loiter time, causing a reduction in total targets to detect, will cut into total number of detection. I haven't done any math on this yet, but soon.

With shipping going both ways, adding a north/south component to the patrol has decreased odds of detection in all cases with one unusual exception. The upright hourglass pattern has better odds of detecting targets with some of the games more close range sensors. I ran it 3 times to be sure it wasn't some kind of statistical anomaly.

With the exception of a stationary submarine, Slower target speeds increase the odds of detection while faster target speeds decrease the odds of detection.

Movment perpendicular to the targets course seems to increase the odds of detection up to a point. Past this point, such movement seems to decrease odds of detection. I need to do more data sifting to be sure, but I suspect that each sensor and sub speed combination has an optimum distance that this occurs. Without diagraming it, it would seem to have something to do with the rate at which a target can traverse an area you have just searched. (I.E. knowing where targets cannot be, as mentioned above)

Quote:

Originally Posted by CaptBones (Post 2338182)
There are many variables that we don't have in the game, such as multiple sensors with different detection probabilities for different types (sizes) of targets under various weather (signal propagation) conditions.

A lot of that actually is in the game but it tends to be subtle enough that its effects aren't noticed. The most obvious examples are hydrophones and how rough the sea is and watch crew and light level. Target aspect has an effect, and I have noticed that some targets can be detected further away than others.

Good posts though.

TorpX 08-21-15 09:39 PM

Quote:

Originally Posted by CaptBones (Post 2338516)

Glad you enjoyed reading it. BTW, if you (or anyone else) knows how to rewrite the "Expanding Square" search to make it work correctly, please let me know...I would use it in both SH4 TMO and OM.

Doubt it can be fixed.

My appraisal of SH4: There are about a thousand things I'd like to fix. Of these, there might be a hundred things that are fixable. Of that number, there might be ten things that I could fix. It seems like that for every one thing that is fixed, or improved, you find several more that are 'broken'.


ColonelSandersLite,

Do you have shipping going in both directions? From N and S or just just from one direction?

What speed are you using for targets?

And what are you using for various detection radii?

I notice some of the individual categories like hydrophone or night visual don't seem to follow the radar numbers. Not sure what to make of that.



All times are GMT -5. The time now is 11:04 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.