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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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Nub
![]() Join Date: Apr 2007
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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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