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-   -   If only this were possible, or is it? (https://www.subsim.com/radioroom/showthread.php?t=94627)

XabbaRus 06-16-06 05:17 PM

If only this were possible, or is it?
 
Intermittent noise.

I was thinking along the lines of a mooring chain for a mine. Watching several documentaries about WWII subs and there was the mention of how the sonar guys could hear the clanking of the chains. Now this would be an intermittent noise, not constant. How would this work in DW? You could have a sound file that loops where there is a lot of nothing and then a bit of clanking. How would this look on the BB screen? Would it be doable?

Oh and also would depth charges be modelled? I'm not sure if we have vessels equipped with them or if they use them but I think they should be included. They were in SC but if IIRC they didn't work too well.

Wildcat 06-17-06 07:14 PM

I don't think it would work without some major changes. The graphics on the bb sonars are independent from what you hear. That's why even if you can't hear a whale call, you can see it as a constant, steady sized spike. This is unfortunate. It would be nice if the graphics on the BB were drawn in proportion to the amount of noise coming from a noise source, but also in correlation with what sound is being played.

There might be a workaround where you could set an object to have an engine with 0 thrust that emits noise at random times, but this would still cause narrowband traces to be visible unless you set the frequencies super high or low.

suBB 06-17-06 09:26 PM

Quote:

Originally Posted by XabbaRus
there was the mention of how the sonar guys could hear the clanking of the chains.

sheeesh.. after reading that.. that sent shivers up my spine worse than raking fingernails across a chalk board.

Quote:

Originally Posted by XabbaRus
Now this would be an intermittent noise

Considering the chains as a transmission source, this reminds me of some stuff I worked on long ago along the lines of burst transmitter technology. I agree with the sound file, but I think it should be relative to seastate: higher seastate = more frequent transmissions, lower seastate – less frequent.

Quote:

Originally Posted by XabbaRus
How would this look on the BB screen?

Good question. On NB I would say that one would experience intermittent contacts due to the transmission type, of course, but on western BB I would imagine it would display random amplitudes(clanking) then nothing or very faint. Eastern BB would be something to monitor for based on NB signature bearing.

On LWAMI 3.02 – A friend of mine on a team dive told me he heard my sub running aground and it showed up on BB then of course went away, so let's imagine what his bb waterfall looked like registering the intermittent noise? Because of that I think it could be tested how it would show up on BB, and if favorable, somehow implement the same mechanism for chains?

Quote:

Originally Posted by XabbaRus
Would it be doable?

on a custom map.. most definitely as the designer can make a group of clanking.wav with varying amplitudes(soft to very loud) tied to multiple doctrines and scripts to check conditions for range between chains and sub/surface:

Off the top of my head:hmm::

As a platform approaches chains:

IF range <= MAX, start clanking_LOW.wav

IF MED < range < MAX = stop clanking_LOW.wav and run clanking_MED.wav,

IF MIN < range < MED = stop clanking_MED.wav and then run clanking_HIGH.wav.. etc

Depth charges would be a nice addition…

The main question I have still is about the BB signature, other than that, this can be done, I’d say…

Deadeye313 06-17-06 10:40 PM

There's no point in depth charges anymore. Torpedoes are smart enough and cheap enough (compared to any sub) that there's no point in trying to get directly over a sub and drop depth charges.

XabbaRus 06-18-06 11:42 AM

But real life units do carry them so in respect to realism it would be good.

Zerogreat 06-18-06 03:11 PM

Thats strange, i would bet that in some subsim, SC or maybe 688(i) H/K the whale sound on waterfall broadband was not consistent, it was there just for a while, appearing and then slowly fading, making a trace on the waterfall looking like... this :/\\: :)

LoBlo 06-18-06 04:14 PM

depth charges are in the game. Some of the Russian ASW aircraft use them. And I'm not sure how to model mine transients... but you could always give mines a faint passive sonar level if you really want to detect them. Perhaps givin the mine a surface positiion right above the maximum sub sonar depth will cause it to bob up and out of the water sometimes making it appear and dissapear in the sonar BB like a intermitant transient...:hmm:

Nexus7 06-19-06 12:57 AM

I would use the HF sonar anyway to mark the mines, and not acoustic emission. About depth charges, the problem could be the use of them to blind everyones's sonar, like it happens now with explosions :shifty:

sonar732 06-19-06 01:33 PM

All post that I see show that the current mines are moored cabling, not chain. I understand that Iran used them in the mid-80's and Iraq again in the mid-90's, but they can't afford the newer technology mines. The whole point of the ASW mines are so that the OPFOR won't detect it before it either explodes or launches a MK46 at them.

LuftWolf 06-19-06 08:57 PM

Sure, we could do intermittent noise on a random basis for some object if necessary.

GhOsT55 06-19-06 10:48 PM

couple ideas i like it but they only used chain mines in shalo waters and if u did pull it off can u make the chain sound like its moving with the current.

jason taylor 07-16-06 05:48 AM

Quote:

Originally Posted by Deadeye313
There's no point in depth charges anymore. Torpedoes are smart enough and cheap enough (compared to any sub) that there's no point in trying to get directly over a sub and drop depth charges.

---------------------------------------------------------------------
Actually several times during the Cold War an intruding recon sub had depth charges dropped on it to tell it that it had been caught-submarine "shot across the bow".

Fish 07-16-06 06:27 AM

Quote:

Originally Posted by Zerogreat
Thats strange, i would bet that in some subsim, SC or maybe 688(i) H/K the whale sound on waterfall broadband was not consistent, it was there just for a while, appearing and then slowly fading, making a trace on the waterfall looking like... this :/\\: :)

It still is, but when the whale stops howling the spike don't get away with the sound.

The Bandit 07-16-06 04:57 PM

just an idea but maybe u could set a chain moored mine up like the pumpjet powered pleasure craft (The Yaught or the other one) that the BB line comes and goes intermittantly. just set it as a very weak BB line.

SeaQueen 07-17-06 01:49 AM

Quote:

Originally Posted by Deadeye313
There's no point in depth charges anymore. Torpedoes are smart enough and cheap enough (compared to any sub) that there's no point in trying to get directly over a sub and drop depth charges.

I dunno... with detection ranges being as short as they can be these days, I wouldn't be surprised if depth charges retained some usefulness. This is a GOOD thing, mind you, but it's definitely not necessarily an unrealistic thing. They're not as good a homing torpedoes, true, but I don't see that they're entirely out of place.


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