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Sub turn rates?
We all know the Skipjack is the most maneuverable boat in the game however all the other boats have the same turn rate as one another, despite the Sturgeon being described as a "stealthy, maneuverable" boat and the Permit being optimized for low drag above all else. That said, shouldn't the Sturgeon sit between the Skipjack and Permit for turn rate? Also, any idea what speed the specified turn rate is at?
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all the subs in the game have different turn rates and rudder shift rates, it is in their stats
you can see for yourself in the /vessels folder |
In 1.06 "TurnRate" for all but Skipjack is 2 (Skip is 3), "RudderTurnRate" is 1 for all.
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What did you set the values to?
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Here is my setup, just for comparison:
Alfa AccelerationRate=0.35 DecelerationRate=0.045 RudderTurnRate=0.25 TurnRate=1.5 PivotPointTurning=0.256 DiveRate=0.17 SurfaceRate=0.17 BallastRate=0.25 I get with this about 40sec to turn 180 degrees on full speed, which is stated on wikipedia about Alfa. Skipjack SurfaceSpeed=15 SubmergedSpeed=30 AccelerationRate=0.3 DecelerationRate=0.05 RudderTurnRate=0.25 TurnRate=1.4 PivotPointTurning=0.256 DiveRate=0.15 SurfaceRate=0.15 BallastRate=0.25 LA AccelerationRate=0.27 DecelerationRate=0.04 RudderTurnRate=0.25 TurnRate=1.2 PivotPointTurning=0.256 DiveRate=0.15 SurfaceRate=0.15 BallastRate=0.25 Usually vessels with high length to beam ratio have greater turning radius but also they are more directionally stable, meaning that the course is easier to control. While vessels with low length to beam ratio are directionally unstable so they have smaller turning radius but in same time it is harder to control their heading with rudder. This is situation when you are on North course 0deg and you apply 30deg right rudder to make hard turn toward 180deg South. When you reach 180deg South, you set rudder midships but your ship continues to turn and it overshots wished course for more than 60deg. And now you are effectively on 240deg South-west course. For instance container ships are more directionally stable ships than tankers. But tankers have a tendency to turn in smaller radius. Same probably applies to submarines and if you look carefully, russian submarines (and skipjack) have much lower length to beam ratio than L.A 688. So general guideline in determining which submarine have better turn rate is length / beam ratio and rudder size. |
Thanks, that's basically what I was thinking.
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On a 688 (all flights), if you are at or above about 26kts, then we mostly use one (1) degree rudder to change course under normal operations. It takes about 60 secs to turn 180. The faster you go (at 1') the faster you turn. At a full or flank bell, use as much rudder as needed. At a full bell (26kts), and you throw the rudder over to 10' you would really wip the boat around... 180' turn in less than 30 sec.
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Could it be expected some damage on submarine (rudder, hull bending, internal equipment) during full rudder turn at flank speed? Regarding information about Alfa 40sec/180deg turn. Do you think this is also stated for Alfa in similar turning procedure? Meaning flank speed and rudder is set to max degrees (lets say 1 degree rudder) which in same time provide good control and turn rate of submarine. I just tested turn rates and speeds of some submarines and ships in Dangerous Waters - RA mod and i was stunned how DW accurately simulate this. Basically its completely in line with your information regarding turn rates of 688. here are some results; Submarine, time to turn 180deg in seconds (full rudder), (Flank Speed - Max speed in sustained turn) -------------------------------------------------------------------------------------- Los Angeles (Flt III), 22,5 sec (32kt - 27kt) (on 26 kt it needs 27,5 sec to make 180 deg turn, which is close to your info. Sustained max speed is then 22kt) -------------------------------------------------------------------------------------- Sturgeon, 24 sec (25kt - 20kt) -------------------------------------------------------------------------------------- Akula II, 18 sec (35kt - 26/27kt) -------------------------------------------------------------------------------------- Alfa, 12 sec (43kt - 38kt) -------------------------------------------------------------------------------------- Skipjack, 19 sec (30kt - 26kt) -------------------------------------------------------------------------------------- Ohio, 37 sec (25kt - 23kt) -------------------------------------------------------------------------------------- Seawolf, 19,5 sec (35kt - 31kt) -------------------------------------------------------------------------------------- Seawolf (SSN 23), 20,5 sec (33kt - 29kt) -------------------------------------------------------------------------------------- Virginia, 25 sec (28kt - 23kt) -------------------------------------------------------------------------------------- Victor 1, 18,5 sec (33kt - 24kt) -------------------------------------------------------------------------------------- Victor 3, 20 sec (32kt - 24kt) -------------------------------------------------------------------------------------- Kilo, 30 sec (17kt - 15kt) -------------------------------------------------------------------------------------- Kilo Imp.Club, 25 sec (20kt - 17kt) -------------------------------------------------------------------------------------- Udaloy, 43 sec (30kt - 14/15kt) (This show realistic loss of ship speed in tight turn) -------------------------------------------------------------------------------------- |
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This line of thinking is just like those who think you cannot launch a torpedo a flank. These boats are designed to do this. We (US boats) practice this. I would assume the Russians do also. If your hull bends during a high speed turn then I would not want to go to sea on that type of vessel. |
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This is what happens: (ramble mode on) When you throw a hard rudder on the stern (back of the boat) swings out opposite direction of the turn. That is, if turning to port the stern swings to starboard. Now this is the interesting part. If you look at sub from a side view what do you notice. You have a sail on TOP of the hull and nothing below. So the stern swings out there is more resistance to the turn on top due to the side of the sail having more dynamic pressure on the side of the sail opposite the turn. This causing a twisting of the hull around its center of rotation. This has the effect of rolling the boat into the turn. Now the rudder that was straight up and down now has a tilt and functions as a rudder AND a stern plane. This will cause the bow to pitch down and your stern planes now act partially as a rudder when used. The causes even more forced to act on the sail and cause FURTHER rotation INTO the turn. At about 30 degrees or so roll things start to get scary, This is because your bow/fairwater planes ALSO have this tilt to them and they no longer have a up/down force but a diagonal/lateral force making recovery even more problematic. Oh.. and this happens FAST, as in SECONDS. You will go from a nice bank and turn to 45+ down with a 60+ roll rapidly if the Vernier rudder fails. At flank speed you have VERY little time to recover. We had premade speed/depth operation charts. Basically it was an operating envelope. At this depth go no faster than this speed without reason. It took into account the ability to recover from certain casualties. You CAN use it to your advantage. Torpedo evasion is the best ride in the world when you have someone who knows how to use it to get the most out of maneuvers. When you rig for high speed the planesmen , dive and COOW put on seatbelts and they activate the vernier rudder. |
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I believe a lot of work was done with the USS Albacore learn more about these control-ability issues at high speed. |
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Also remember, vernier and the stick/divestops are NOT used during battlestations. Only during normal steaming. Its safer that way. I did not want to get into any of the theory and whys from the above post. Just saying that in the game the boat does not turn as fast as the real thing. Says a former Diving Officer of the Watch... |
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BTW, did you try my mod? I'm asking cause I've modified ship turn rates (and generally the way boats turn) and I'm curious if they make the game a little closer to reality or not. |
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