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Old 07-21-17, 11:49 AM   #19
The Bandit
Sonar Guy
 
Join Date: Sep 2002
Location: Canada
Posts: 395
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Quote:
Originally Posted by JhonSilver View Post
There should be a mod 4 at 1984.
those. i.e. 40/55 knots on the surface
The maximum run depth is 900 meters - (the engine stalls)
The deeper - the slower.
Given the average depth of run in the game is 400 feet
It's about 38/53 speed knot (not 60).

The maximum depth of launch was limited
due to the huge consumption of compressed air for a shot

Mk48 mod4 -

WeaponObjectReference=usn_mk48
WeaponDescriptiveName=Mark 48 Mod 4
...
MaxLaunchDepth=800
...
RangeInYards=32500
RunSpeed=38
ActiveRunSpeed=53
...
SensorAngles=70,15
SensorRange=2700
WeaponNoiseValues=170,230

and completely missed the problems with homing in the near-surface layer (less 100 ms. deep)

-------------------------------

and for ASW Mk37 -
there must be the hydrostatic self-liquidator for shallow run.
And the Mk37's maximum run depth is 200 meters.

WeaponName=MK37
...
MaxLaunchDepth=450
....
DepthSettings=LEVEL
If you're going there though, I believe both the Mod 3 and Mod 4 (at least the Mod 4) had "Telecom" feature of 2 way communication so sensor data from the torpedo was transmitted back to the submarine. This overcame the "blind spot" problem whereby the target was obscured on sonar because you were putting a loud torpedo between it and yourself.

With the way that CW currently models sonar I'm not sure how possible it would be to accommodate this.
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