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Old 04-27-07, 08:11 PM   #1
Captain Peter Madsen
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Default Silent hunter 3D - a feasibility study...

Some of you may know we happen to have an operational diesel submarine here in
Denmark, the UC2 Kraka. She is designed along the lines of classic
submarines like the germen type VII C, or the US Navy Balao class Fleet
submarine - but is used for recreational diving only. This is possible due
to her seventeen pressure proof windows. Furthermore a much larger 20 meter
submarine is under construction here - and is expected to launch sometime in
2008 and be commissioned for full use in 2009. See http://www.bluesky-services.dk/subma...ge_063_uk.html

People who happen to be interested in the thrill and tactics of gunfights
have developed games using "paint ball" firearms - that are non harmful.
However these people do get a lot of excitement and no doubt physical
training out of their sport - I tried it once and it was literally
breathtaking."Sport" in the original form of the word is al about using the
dark power of war in a positive peaceful gentlemen like fashion - and thats not bad
at all...

If you are interested in navel tactics - and you happen to have a submarine,
and a high power black rib boat...would it not be possible to make a
meaningful 3D game played not or a PC but on the water ?

Fact:

ASW micro weapon:

A 0.006 lb explosive charge that is detonated under water can be heard -
again under water - at a range of more than 300 yards. At close range say
100 feet - the approximate range to this micro explosive can be safely
detected using a hydrophone or even a pressure transducer. The detonation pro
duces a spike, and the amplytude of this indicates distance or distructive effect.
I tested this effect jaut resently.

This means - that it is possible to detect the range from the sub to the
micro depth charge point of explosion. Likewise if the sub deployed some
type of simulated underwater weapon - its range to target at the time of the
detonation could be detected. The 0.006 lb explosive charge is not dangerous
to the sub or to the ASW unit. If fired in the air its very loud - like a
gunshot - but not more. To get injured - you have to hold it in your hand or
be very close.

The game.

Team one, Kraka or UC3 with a crew of three / eight persons.

Team two, ASW boat with a crew of twelve. The boat may be a fast RIB or any
other good looking ship that is not to heavy.

The mission of the submarine would be to get within range of a static
target - a float or buoy that is placed in coastal waters. Once in range it
would launch its underwater weapon - a hp air driven torpedo with a range of
say 50 - 100 yards, traveling at 5 - 10 knots. After a running time
of say 20 sec it fires a 0.006 lb charge. The target simply contains a
pressure transducer - and if that is triggered indicating a kill - the uboat wins.

A simulated torpedo - is not anything like a real one. It dos not have
guidance or an autopilot system - but sails in the general direction it was
launched. It is designed to produce a very visible bobble trail - and is
powered by hp air runner a small hp air motor. A simple timer fires the
"warhead" and deploys a lifting bag that surfaces the weapon so it can be
salvaged and reused. I tested a propeller - hp air motor tonight - and that
is just the thing for the job.

Inside the sub the crew will have the experience to close silently to their
target - to get the boat in position with sneak peeks into the TV periscope,
and finally the launch the weapon and wait for the sound of the detonation.
They will clearly be able to hear the propeller noise form the ASW boat
looking for them creating just the sort of suspense that the Silent Hunter
PC game is all about - except now its as real as it will ever get.

The mission of the ASW boat would be to protect the static target. It would
patrol the area around it listening with is dophinear hydrophone - ( link:
http://www.sto-p.com/dp/index.html ) and once the subs propeller noise is
head or its periscope is visually seen - the ASW boat would attack with its
version of the fire crackers. Like the target - the sub would have a
pressure transmitter and if triggered it would have to surface and
surrender. The ASW boats hydrophone can be turned directional with a simple
deflector - or by using a set of two to produce a stereo effect
( The sensors most be more distant than in air but same principle ) Imagine
being able to hear you opponent closing and closing while you desperately
try to guess his position...and make the bomb run... You know he is there -
you can hear him hunting you...but where ??

The AWS firecrackers can use a conventional fuse that its lit with a match -
these can be used under water if they are of the correct type. The ASW
device would explode just under water ( half a foot down ) using a float -
since this produce a nice splash much like the real thing. This has been tested ok.

Gameplay.

A good game is not to hard and not to difficult. If this was done for real -
one can adjust difficulty just like in the PC game by adjusting the
pressure transducer triggering level. Also a less stealthy periscope (
bright red - or with a strobe ) can help the poor ASW boys in their mission.

The simple question - if this was to go on somewhere near you - would you
think it could be fun ?
I for my part love technical challenges - and in this form very little new
equipment would need to be made - so I think its not very difficult to turn
into real life.



Regards,

Peter Madsen / Submarines.Dk
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