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-   -   How is the DW Sim working with the new 1.03 Beta patch? (https://www.subsim.com/radioroom/showthread.php?t=86845)

Sub Sailor 12-03-05 12:53 AM

Emergency Blow
 
Lane;
When you emergency blow you have know control. About the best example can give, is one of those really high speed elevators in a skyscraper. Actually even faster.
You cannot hear any thing and the air keeps expanding as you go up. The one thing you have to worry about is sliding back, but there is wher propulsion comes in. You said you damaged the prop,unless you hit some thing that should not happen. Remeber the Greenville hit the Japanese Fishing Reseach vesse, on an emergency blow.
I can not verify this, but it was claimed that if you did an emergency blow form test depth, you would be dong close to 400 miles as hour when you hit the surface. I will tell you it is one wild ride.
Diving speed, I can not porvide a figure, but when you go down with a bell on you change depth quite quickly, fast than is curenly done in DW, now you are careful most of the time so you do not cavitate, and a steep anle can cause cavitaion.
Towed Arrays are faster than DW or SC has them, and you want to be able to retriev them and deploy them quickly. Here is what I remember, and believe me it has been along time, I would think there must be some "younger' submariners that would have better info; mine is old.
TB-16 2600 feet Deploys and retrieves in about 2 1/2 min.; TB-23 2950 ft. about 3 mins.; and the TB-29 3300 feet and takes about 3 1/2 min. Pelamida 100ft. aout 60 seconds, but that is strictly based on something I read. Now take take this to the bank because it is based on memory for our boats.
The current setup of DW to more accurately reflect, at least US subs capabilities- needs to have Towed Arrays deploy faster, and the boats dive faster.
I have been watching the planes, and I am going to try some manual control to see if that speeds up the dives. This ability is important in getting above and below the thermal layers and attempting to fool torpedoes.
Let me provide an example based on a real event-we were tracking a Oscar, in his baffles and about a mile back, stayed just above the layer and when he did a Crazy Ivan we would drop below the layer but the tail would still be above the layer thus giving us more data untill it come down, we were behind that guy for days and he never knew we were there. You could also stay above the layer and go slow that would let the droop take the array below the thermal layer and the bad guys would never know you awere there. I don't know about now but gentlemen we were the best at tracking the other guy, by we I mean the United States Submarine Force, and my guess is we probably still are. Read "Blind Man's Bluff" you will see how good we were. We drove the other side bonkers.
Don't take this wrong-I am not some kook, but from the 1960s untill the 80s, the Cold War may have been dangerous, but if you were a US Submariner it was exciting, rewarding, and just plan fun. I am glad the Cold War is over, but damm fellows it was exciting, most fun you could have with your clothes on.
Please make the Towed Arrays deploy and retieve faster, and if possible speed up the dive.

Have a good weekend,

Ron Banks MMCM(SS), USN(Ret)

Sub Sailor 12-03-05 12:56 AM

Propf read dummy.
 
40 miles an hour, sorry about that, fell in love with the zero, or maybe I am a zero. Anyway it is 40 instead of 400, that would for sure break something.

Ron

MaHuJa 12-03-05 01:55 AM

Quote:

Originally Posted by Renzie
Issue number 2. I don't see any problems with the auto TMA. All bearings only detections (from the EW) default to 10000 yards. The TMA autocrew moves the ruler around quite handily, but the red lines will all be the same length. Is this what you see? He also changes the speed as he moves from contact to contact. And he occasionally moves the ruler right off the paper if the range he calculates is too far. Other contacts that have a range, show up in a different color and have the proper range. If you see something way different from this, I guess I will need more information.

The problem is that the solutions generated by autotma was always at 10000 yards. Not further, not nearer, but always exactly that. Adding that the speed was locked, and the given course, it would usually vary a bit if there had been some time since the update, but at update all solutions were at 10k.

Bellman 12-03-05 01:57 AM

Sub Sailor - Thanks that was a great post. :|\

Magic to get some real life experience particularly on performance characteristics.
That 'shadowing' story is pretty cool. :D :up: :rock:

Lane 12-03-05 02:05 AM

Thank's Sub Sailor for all that info. May have been some weird thing?
I d/l Bill's New Sicilian Wedding I left harbor and when to dive point
for a test dive to 800 ft I had run mission before and knew what was
going to happen when I hit 800 ft, Flooding in Boat . Capt orders a Emg
Blow :D I made the blow moved the lever down then back up Like you
said she came up fast hit all stop when she hit surface but had a lot
of speed when she broke surface then when speed bleed off damage
control said Props had been damage? I have it on my message log :D
I had quick repair turned on . When to set speed approx 4 or 5 knots
but had the little wrench icon till prop damage repaired :D
I am running the 1.03 beta patch :D
Thank's again Ron for that info and your story :D
Regards
Lane :D

MaHuJa 12-03-05 02:11 AM

Quote:

Originally Posted by Renzie
Issue 3. Well, I cleared the page and let the game run and all of the contacts the EW was monitoring eventually showed up again as he marked them. The contacts that I had made with ACTIVE did not show up because I did not put a tracker on them.

I definitely need more information to see what is broken if indeed the TMA is broken.

I had especially much trouble with the towed array contacts. I believe I was using aTMA at the time.

I'll try to reproduce it.

Sub Sailor 12-03-05 09:41 AM

Emergency Blow Speed
 
Lane;
There is a bell that the Throttleman auntomatically answers on emergency blow, and if my wore out old memory serves me it was a full bell.
The reason behind this is using the power of a Nuclear Boat to help you. After Thresher we completely changed many procedures-subsafe was instituted, and completely new Ballast Blow system were put on the boats. The Threser's blow connection kept freezing on them. We did studies on residual power that could be taken from a scramed reactor. That opened a completely new area we could use. Most of us from that era agree that even without the subsafe system, had Threser been able to use residual power she would have survied. But before that we did not know how much we could do and not damge the reactor.
To all of you, I am happy to share any knowledge I have about my first love Subs, I had them before I had my wife. Still got the wife. But I will caution you my knowldge is old and I don't know what new innovations they have now.
Winter has come to the mountains of Idaho, so lots of time for subsims as it to darn cold to flyfish and the Elk and Deer are already in the freezer, put another log on the fire and start another mission :arrgh!:

Have a great one,

Ron Banks MMCM(SS), USN(Ret)

Molon Labe 12-03-05 11:33 AM

Quote:

Originally Posted by Lane
Thank's Sub Sailor for all that info. May have been some weird thing?
I d/l Bill's New Sicilian Wedding I left harbor and when to dive point
for a test dive to 800 ft I had run mission before and knew what was
going to happen when I hit 800 ft, Flooding in Boat . Capt orders a Emg
Blow :D I made the blow moved the lever down then back up Like you
said she came up fast hit all stop when she hit surface but had a lot
of speed when she broke surface then when speed bleed off damage
control said Props had been damage? I have it on my message log :D
I had quick repair turned on . When to set speed approx 4 or 5 knots
but had the little wrench icon till prop damage repaired :D
I am running the 1.03 beta patch :D
Thank's again Ron for that info and your story :D
Regards
Lane :D


I vaguely remember there was a Sub Command mission where prop damage was scripted if the player did something they weren't supposed to do while leaving port. It was just the designer's way of sticking it to you for not playing as intended.... I didn't think that mission was SicWed but maybe my memory is wrong? Anyways, I don't think the game makes prop damage happen automatically, I'm pretty sure it has something to do with the mission. If it isn't "punishment," it might also just be to simulate the effect of whatever caused your original emergency.

LuftWolf 12-03-05 05:08 PM

Quote:

Originally Posted by MaHuJa
Quote:

Originally Posted by Renzie
Issue 3. Well, I cleared the page and let the game run and all of the contacts the EW was monitoring eventually showed up again as he marked them. The contacts that I had made with ACTIVE did not show up because I did not put a tracker on them.

I definitely need more information to see what is broken if indeed the TMA is broken.

I had especially much trouble with the towed array contacts. I believe I was using aTMA at the time.

I'll try to reproduce it.

If you don't drop the frequency tracker from the TAG contact in the TA screen for the FFG, even if you drop the contact from the Nav Map, the contact will be regenerated, because the FFG uses a three layer contact processing system: TAG, Tracker, Contact, as opposed to two layer system like Tracker, Contact on the subs. The tracker on the FFG is slaved to the TAG, not the contact, the contact is generated from the Tracker on the TAG.

At least this is how I under stand it, but if you get a presistent NAV map contact, go to the TA station and remove the tracker from the assocated tag, I've done this on the Broad Band Station.

I don't have all that much experience with the FFG TA to be honest, but I've been able to stop something like what you described by doing that.

Sub Sailor 12-03-05 09:58 PM

New Beta
 
I unistalled and then did a clean install here is my setup;
DW Patch v103 Beta
LWAMI v300 Beta
DW combined sound patch the big one
QM Region patch

I am only playing quick missions, in easy mode and only using 688i and Seawolf. I am working my way through the list. So far I have played six mission all ASW barrier with both subs and---
except for the slow Towed Array and dives slower than I like I am finding that with this setup the simulation is very much improved. If no one has yet watch the target sub sink really cool, I suppose you true asetic people will complain that no silt is kicked up when it hits bottom, but that is not a problem for me. I think you have a good setup, well the one I am running I am happy with so far with the two exceptions.
I believe that sonar is really improved both Towed and Bow, I don't fool with active, nor the conformal.
I will keep you posted and if there is something you want me to try let me know. I will gladly help any way I can.
I have not trie any thing against surface forces yet, and of course I have only used MK 48.
I guess you all figured out I am partial to the US boats, especially the 688i.

Still snowing in the mountains and I am going to break my snow blower and my brand new year old snow shoeing gear that I never got to use last year. :rock:

Everyone have a good one :up:


ron Banks MMCM(SS), USN(Ret)

Driftwood 12-04-05 11:01 AM

Stay warm Ron! :up:

Sub Sailor 12-04-05 05:17 PM

Worked fine
 
Driftwood;
My snow blower worked fine and my new snow shoeing equipment is great.

Thanks,

Ron Banks MMCM(SS), USN(Ret)

MaHuJa 12-05-05 03:36 AM

Quote:

Originally Posted by LuftWolf
Quote:

Originally Posted by MaHuJa
Quote:

Originally Posted by Renzie
Issue 3. Well, I cleared the page and let the game run and all of the contacts the EW was monitoring eventually showed up again as he marked them. The contacts that I had made with ACTIVE did not show up because I did not put a tracker on them.

I definitely need more information to see what is broken if indeed the TMA is broken.

I had especially much trouble with the towed array contacts. I believe I was using aTMA at the time.

I'll try to reproduce it.

If you don't drop the frequency tracker from the TAG contact in the TA screen for the FFG, even if you drop the contact from the Nav Map, the contact will be regenerated, because the FFG uses a three layer contact processing system: TAG, Tracker, Contact, as opposed to two layer system like Tracker, Contact on the subs. The tracker on the FFG is slaved to the TAG, not the contact, the contact is generated from the Tracker on the TAG.

At least this is how I under stand it, but if you get a presistent NAV map contact, go to the TA station and remove the tracker from the assocated tag, I've done this on the Broad Band Station.

Doesn't sound like you've had the problem I had.
Simply put, I had a TA contact that was working just fine (except the TMA messup about 10knts/10kyds) until the tma plot was reset because ownship had reached the edge. (It still needs a larger max scale, though)

After that, the tma plot wouldn't register any new bearing lines until I had dropped the contact and gotten it back.

XabbaRus 12-05-05 11:12 AM

I think I know a couple of Royal Navy submariners who would disagree with you about being the best trackers in the world Sub Sailor ;)

Sub Sailor 12-06-05 07:33 PM

I am sure you do
 
I am sure you do XabbaRus and I would enjoy nothing more than to sit down and argue the cababilities of each other over some of their great beer, and/or a good single malt scotch preferable 12 years old or more. :lol:
But rest easy on the fact there was no intent so slight anyone's ability, but I would really put up an agurement over who is best, and knowing full well neither of us would back down. :rock:

Ron Banks MMCM(SS), USN(Ret)


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