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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Stowaway
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Sup fellows... another noobish thread...
i need to know ranges... for eveything... For example: Max torpedo range? Max sonar range? Max radar range? Max range on surface with clear daylight vision and perfect weather conditions, befor your ship is detected? Excluding radar detections... Max visual range, with periscope or TBT? Again with perfect daylight conditions... Max sub range using optimum fuel effecency speed? If you have any other usefull range please make sure to post it... I'll update this post as my questions are answered. Thanks in advance! |
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#2 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
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I can give you some max ranges for AI "sensors" taken from the game files;
Radar: 25km Visual: 9.5km Hydrophone: 6km Sonar: 4km Think max viewable range is 15km, not sure. At what distance you are detected depends on several factors, with perhaps a bit of randomness to it. No way to give a set range. For torpedo ranges I'd refer you to the torpedo page in-game (F10 for stock). For Mark 14 it's 4.1km and 8.2km at high- and low-speed settings respectively. Maximum range for a sub depends on how efficient you use the fuel. Run it at 10kts, when you run out you've exceeded maximum range. ![]() Go to Wiki and search for "Gar class", "Gato class", etc for historical cruising ranges. Don't know how accurate this relates to the game.
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#3 |
Weps
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Radar: 22 Nm
Visual: 6 Nm Hydrophones: 10 Nm I try to stay outside of 7000 yds during daylight from most armed enemies. At night I've had merchants not see me at 1000 yards.
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#4 |
Stowaway
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Thanks guys!
I had already got some data from ingame... such as radar, torpedoes and sonar ranges... Another question.: What are the factors that play into enemies detecting my periscope? I suppose weather conditions and how far it creeps out play into it, but does how long you stay with periscope out influence detection? |
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#5 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
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Well, logically, the longer it's up, the more time you're giving your enemy to spot it. If you pop it up while an enemy watch is looking in that exact direction, it will be spotted (if conditions permit it). If they happen to be looking the other way, it will take longer. There could also be a "randomness" factor that determines whether or not it's spotted when conditions permit it and the watch is watching in the proper direction.:hmm:
AFAIK the numbers playing in these equations are fixed, so it shouldn't matter. Unless "scope time exposed" or something is one of those numbers. :hmm: But dude, I don't think you should be dissecting the game like this. It's like turning an art into science. It will take the fun out of playing. (trust me ![]() You're best teacher here is experience, also a lot more fun to learn that way. ![]()
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Contritium praecedit superbia. |
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#6 |
Stowaway
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"Turning art into science..."
:rotfl: Yeah, I guess that's kind of what I do... ![]() I guess I'll just have to try some basic watch and dodge tactics... |
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#7 |
Stowaway
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Two things...
First...remember weather does play a factor...your defenatly easier to spot in the day or night with clear sky, then with rain, and or fog. It's also not always about being spotted on the surface. If its a calm day your parascope will leave a wake, as on windy days, its quickly broken up by the waves. Secondly, I've learned You will generally spot them before they spot you, so for me at least as soon as I make visual contact, I send my report and dive well below the thermal layer in case i was spotted, I can't be further tracked, well not as easily tracked. Good hunting ![]() |
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#8 |
Stowaway
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Just tried it out...
I made a single mission with Yamato coming in my direction at 10kts... in broad daylight (1pm) and in perfect sea conditions. I mad notings of wich of my different systems started detecting it and at what time it occurred... so i could get the real range from simulating the mission in the editor... This is what I came up with: From around 18Nm unknown contact started showing up in my hydrophones... "No contact" was replyed by my sonar man... From around 8Nm warship contac showed up in PD on my sonar... From around 7Nm I started seeing the Yamato with the TBT... From my periscope I spoted it from 5Nm... but I could only locked it around 4 Nm... interesting... These were some curious findings... especially the 18Nm unknown contact with my hydrophones... I was experimenting with a Balao class sub... I'll try with a Porpoise to see if it's the same... P.S: Anyone knows how to add radar to a sub's loadout while creating a mission? |
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#9 | |
Stowaway
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#10 |
Stowaway
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Confirmed!
Same results with the Porpoise! I stayed on the surface so he could detect me and to calculate the range at what it would occur... Surprisingly or not, when my sonar man identifies him, he immediately starts ziggzagging... That means he identified me (on the surface) at exactly the same range... only around 1Nm later does my watchman spots him... That mans hydrophone classification detection works exactly the same on both ways... |
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