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Lol am I the only person who finds the propeller thing kinda getting rusty? lol All I wanted to say with that propeller is that small things can make the difference in game play and how the player perceives and enjoys the game as a result of excellent realism. |
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What you THINK you know may be FAR different from what things are. Boats do NOT stop turning the screw to listen in the baffles. You have to be making headway in order to turn to DO the Crazy Ivan Quote:
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Or you can be slow and lazy. They ring up all stop. you close the ahead throttle and the propellor 'windmills' in the water stream. The drag of the screw will slow the ship and stop it eventually. Quote:
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A simulation can also be emmersive if that is what the designers want to focus on. But a program does not have to be emerisive to be a simulation--you could have a bare-bones program that simply tests for sonar detections based on several variable inputs that yields a binary result as an output, and it would still be a simulation, even though at no point would you ever feel like you're really operating a sonar. Nor does an emersive game necessarily have to also be a simulator--lots of FPSs will give you the feel that you're actually there being shot at but there is no attempt to make them realistic whatsoever. Hell, a good book can make you feel like you're there, even though nothing is simulated whatsoever. If you say "you can't have one without the other" then you understand--perhaps subconsciously--that they aren't the same, but are complimentary. Realism in the simulation certainly helps emersion. But as you've noticed, when you were asking for more realism (but meant emersion) others started talking about the limits of realism because of a lack of available information--which has little to no bearing to what you've been advocating. Yet, you still insist on the fiction that they are the same. I don't know why you and goldie seem to think that by trying to sort though the confusion that I'm somehow advocating that emersion doesn't matter. I never said that and I've already said that I think it does matter. But if you want to continue talking past other people here because you're talking about completely different things without realizing it, I'll leave you to it. Good day. |
^^^ I think we are all on different pages, never mind what I said in that quote. I was saying something totally different. "Goldie" got me confused. You are right on the simulation aspect ;)
For BN: (hope on the same page) 1. About the Crazy Ivan, of course you have to be moving so you can bank to lets say X dgs to starboard/port so the sonar can detect the contacts. I am sure we are on the same page on this, since that was what I wrote. The way I wrote it might have been misleading. 2. It was mostly touring different classes of subs, It is part of my job to inspect them (pretty much all I can say), always wanted to become a captain, but knowing people that are, sometimes make that dream possible for a few minutes. 3. Yes or cavitation. Usually all ahead standard --> Flank (depending on different classes sometimes even at ahead 2/3s) at PD or Surface. Makes noise ratio exceed own ship hence getting detected. 4. Of course you can't listen in the baffles, thats why you perform the Crazy Ivan. I do it at 10 kts / left[or right] full rudder 360 dgs turn. If near surface, slower speed. Or you can use the towed array 5. Your comment refers to real submarines, we dont have current in the game as far as I know. 6. Yes, or more simply just order to reverse the screws. But thats real life its not in the game, unless you order going backwards and watch your speed decrease before doing so. The command you are referring to I believe is " Disengage the screw". 7. A patch would be great. You didn't have to asnwer that part, I was being a little skeptical about it. Thanks for replying BN |
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The order I was refering to was 'All Stop'. You simply shut the throttles and let the boat coast down. The OTHER order is 'Back Emergency'. This order is actively reversing the screw to stop the boat. If you do not come off the bell as you approach zero knots you then start making sternway. BTW: a submerged sub can be DIFFICULT to control in a sternway situation. |
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A "Crazy Ivan" is NOT a baffle clear. They do what's called a "Williamson turn" so when they come 180 degrees about, they come back down the same track they just traveled and they increase speed too. It has a pucker factor of 6 or 7. :huh: A slick crew takes precautions and can just watch.:up: |
A Crazy Ivan is when a submarine makes a rapid and sharp turns in one direction or another so they can detect other submarines via the sonar, because sonar can NOT detect what is there right behind the submarine and that INCLUDES shifting of the baffles so the sonar can pick up anything behind your submarine.
Thats what it is in one sentence. Here is a sketch that I made: http://img220.imageshack.us/img220/2...bafflesty1.png |
What you showed is a simple baffle clear. Dead simple and just as easy to counter.
Geesh, OOD's would see this and wonder is they had a trainie at the conn on the other boat. |
Supposedly that's no longer something to worry about in the open ocean with the advent of towed arrays, but not for older subs or in littorals, where TAs may not as useful. Still, most modern subs would just stream TAs in open oceans, wouldn't they?
Just a sidenote. |
I think at high speeds the only array that doesn't get washed out is the bow sonar. I forget what thread it was that covered this, but SeaQueen wrote a little bit about it.
I guess since the TA is being dragged through the subs wake it gets completely washed out, as do the conformal arrays. But since the bow of the boat is cutting through the water, there is less resistance or turbulence or something. :doh: |
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I wouldn't know exactly how bow sonar works in a real life sub, but I'd expect for it to wash out also at high speeds, simply because the water that flows over the bow part of the hull at such high speeds probably distorts the soundwaves that the array should "hear". |
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