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-   -   static subs still emits noise? (https://www.subsim.com/radioroom/showthread.php?t=191231)

Vipper 01-05-12 11:58 PM

static subs still emits noise?
 
I wonder that enemy AI Victor launched couple of torpedoes on me (Improved Kilo) while i was completely standing, engines off, at 130 meters making zero noise. Yet enemy detected and targeted me somehow.

We were very close indeed but still...HOW? And he was moving while targeting. AI cheats?

I reloaded situation again and again and he did find me EVERY TIME.

Hinrich Schwab 01-06-12 12:29 AM

I haven't read the doctrine files to confirm it, but the Russian subs have HF Sonar arrays which double as both an "ice thickness sensor" and a passive detector for static objects such as mines and other stationary objects, like a sub. I know the one on a Kilo Improved works up to roughly 3km. If you are real close, chances are the HF array detected you, giving him a solution. The ACTUV Tactics sim, built with the DW engine, also models HF arrays and if the target is in range, it is busted by the array, no questions asked. Being silent won't help. I am certain it is the same in DW. How far away were you from the Victor when this occured?

TLAM Strike 01-06-12 12:37 AM

Your generators are still running because your sonar, air conditioning, light etc needs to keep running. Even at all stop a diesel boat makes some noise. If you shut down every piece of electrical equipment you could in theory evade sonar detection but you can't do that in DW.

That is the IRL explnation, but as Schwartzritter said it most likely had you on HF sonar.

magicstix 01-06-12 01:51 AM

He heard your crew singing. Next time let them know about proper quiet ship procedures.

I don't think DW models Akulas going HF, it certainly doesn't make sense from a doctrine standpoint.

Hinrich Schwab 01-06-12 02:52 AM

The HF is not reliable for much more than finding mines, but the engine does allow for HF detection by platforms with such arrays. I just created a quick mission in in the game to test the theory using an Akula II and the N. Korean Midget Sub. While the blip did not really show in the HF monitor at all, I pointed the boat and the scope in the general area and the engine placed an HF mark in the vicinity of the target, so it is conceivable that if someone is close enough, the HF can mark the player and trigger AI doctrine. I think OP's issue is a very rare case, however.

Molon Labe 01-07-12 03:01 PM

At 130 meters, HFS is very likely the source, but I wouldn't rule out a passive detection at base (contact speed = 0) passive level either.

Vipper 01-07-12 10:55 PM

Quote:

Originally Posted by magicstix (Post 1816219)
He heard your crew singing. Next time let them know about proper quiet ship procedures.

I don't think DW models Akulas going HF, it certainly doesn't make sense from a doctrine standpoint.

Maybe he heard how i clicked switches ;)

He was few km away from me, no more and my silent ambush failed...

Oh, are tubes flooding noise modeled in game? I did that.

Dr.Sid 01-08-12 10:52 AM

IIRC subs do emit noise when static. There were some graphs with noise vs. speed, and all subs, including Kilo, did emit some noise at speed zero. The noise was very small. The noise also did not increase until 5kts or so. Simply speaking static sub makes same noise as slow sub.
No transients like opening tubes are generated by AI subs, nor detected by any sub, AFAIK.

IMHO at 130m you simply detected you. Depends on the background noise. I literally crashed into Kilo once without detecting him, but it was stormy sea.
At 130m he could actually create a shadow on BB by masking background noise. Not that it is simulated in DW.

magicstix 01-14-12 02:21 PM

Quote:

Originally Posted by Vipper (Post 1817402)
Maybe he heard how i clicked switches ;)

He was few km away from me, no more and my silent ambush failed...

Oh, are tubes flooding noise modeled in game? I did that.

I'd say tubes flooding would definitely be a detectable transient; I dunno if DW models that though.

magicstix 01-14-12 02:22 PM

Quote:

Originally Posted by Dr.Sid (Post 1817643)
At 130m he could actually create a shadow on BB by masking background noise.

Your source on this? :O:

Dr.Sid 01-14-12 05:20 PM

Quote:

Originally Posted by magicstix (Post 1821241)
I'd say tubes flooding would definitely be a detectable transient; I dunno if DW models that though.

It does not. At least if AI is involved on either side. Not sure about player vs. player, as many things are different with player boats.

Quote:

Originally Posted by magicstix (Post 1821242)
Your source on this? :O:

Just a rumors I'm afraid. But imho it's plausible. Questions is at what range such effect would occur.

magicstix 01-14-12 05:50 PM

Quote:

Originally Posted by Dr.Sid (Post 1821339)
Just a rumors I'm afraid. But imho it's plausible. Questions is at what range such effect would occur.

I wouldn't expect it to occur due to diffraction except at collision ranges.

Dr.Sid 01-14-12 06:43 PM

130m basically is collisions range.

magicstix 01-14-12 06:50 PM

Quote:

Originally Posted by Dr.Sid (Post 1821369)
130m basically is collisions range.

Maybe for foreign boats. :O:


Still I wouldn't expect 130m to be close enough to cause shadowing of a sonar array.

Dr.Sid 01-14-12 07:35 PM

I did some simulations .. just in 2D, and just with masking object of shape of circle (ie approximation of sphere in 3D) .. and it seems that even waves twice the size of the masking object leave some shadow. At wavelengths at same size the shadow is rather well defined and protrudes many wavelengths behind the masking object.

http://img32.imageshack.us/img32/2982/maskingn.jpg

Sound comes from left, as planar waves. I've tried point source too, but it looks about the same. Te wavelength is 8 pixels, so is diameter of the masking object. The brightness is average amplitude over time. Ie you don't see individual waves, without any interference the picture would look like flat are with brightness slowly dropping with distance.
In these kind of simulation, sound reflects of any part which does not 'move' .. ie. also from borders of the simulation. To prevent it, border 50 pixels are 'attenuation zones' .. amplitude there is artificially attenuated so the sound is absorbed, rather then reflected. Even so some of the sound can be seen being reflected from top, bottom, or even right border. The circles in front of the blocking object are interferences of incoming and reflected waves, and they nicely show wavelength of the sound.

If we take Kilo as 10m diameter, and if we look for frequency with such wavelength, it would be about 150Hz. IMHO we can take the picture as rather good simulation of sound at 150Hz bending around Kilo sub.
150Hz is rather present in usual background noise. Higher frequencies would be masked even better, but background noise drops quickly with frequency.

I know sub guys usually go ultra silent when someone talks about 'how does Kilo look on sonar' .. especially when someone mentions 'hole in the water' .. but my bet is at 130m and silent, Kilo would be spotted as shadow on BB. Or anything at that size.

Sure my simulation is pretty crude, and I don't have anything 'official' to compare it with .. it might be totally off .. but it's my 2 cents ..


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