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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Engineer
![]() Join Date: Feb 2007
Location: Indianapolis, United States
Posts: 214
Downloads: 122
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Often enough, I get reports from the SO, of sound contacts while I'm cruising on the surface. I thought you had to be submerged to get sound contacts?
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#2 |
Beach Leaf
![]() Join Date: Apr 2007
Location: Seattle, WA
Posts: 287
Downloads: 11
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Yes, in the stock game you can detect cotnacts on sonar while surfaced, which isn't realistic.
The Trigger Maru mod modifies this to remove the surface detection. If you don't want to install that perhaps someone can post the specific change and you can make it yourself. |
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#3 |
Engineer
![]() Join Date: Feb 2007
Location: Indianapolis, United States
Posts: 214
Downloads: 122
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Thanks Power
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#4 |
Navy Seal
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It is perfectly realistic to receive sound contacts on the surface. If you'll use your external camera, you can travel under your boat to see the two sonar heads below the forward torpedo room, which always protrude at least 15' below the surface of the water, even when the submarine is on the surface.
Yes, the diesel engines were noisy, making use more difficult on the surface, but they were still useful. The sonar operator had a full set of attenuation filters to filter out frequencies of on-board sounds and amplify sounds coming from outside the boat, where our game sonar is much too simplified to appreciate the sophistication they enjoyed. Using sonar on the surface was done, and contacts were found in that configuration during the war. However, the cries of the wrong have been so loud that even Ducimus has removed surface contacts from sonar in Trigger Maru, because nothing is louder and more indignant than the voice of the ignorant. ![]() The problem is most of us (including myself) aren't old enough to be able to merely lower the volume on our hearing aids to ignore their prattle.:rotfl:
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#5 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
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http://www.hnsa.org/doc/fleetsub/sonar/chap1.htm#1A Yes, it is true sonic sounds could be picked up on the surface, but that only happened at very slow speeds. Now, given the way it's modeled now, do you want a surface sonar that's too good at picking up sounds (and thus pretty much rendering watch crews irrelevant) or one that's closer to reality? I'll take option B, thank you. |
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#6 |
Frogman
![]() Join Date: Jun 2007
Location: Phoenix, Arizona
Posts: 297
Downloads: 4
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sometimes I find myself thinking... I wish that the game would come out with no way to mod it unless you go through the creaters of the game.
The games are usually fine until so many people drama up some scenario that they know just isn't right & bitch until someone dhanges it for them even though a lot of others like things just the way they are/were. My thinking is: If you don't want to use such and such...then don't! I think we all gripe to much about things that we really don't know that much about, but think we do... I was around in 1940, but I really don't know much about how WWII machinery really operated....lol.. hell, I learned to drive on a 1929 Model A truck... & my first car was a 1938 Pymouth, but I still don't know that much about 1940 sonar on a U-boat other then they found ships with it...lol.. it is just a-game... |
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#7 | |
Let's Sink Sumptin' !
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![]() ![]() --Mobilis in Mobili-- |
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#8 | ||
Navy Seal
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So the real question is, are the capabilities of these heads grossly overmodeled in the game? The answer to that question would have to come directly from the sub logs themselves stating "QB contact" or "JK/QC contact" for under hull or "JP contact" for the sonar head on deck. Then a statistical study would have to be made to determine real wartime capabilities based on the evidence. I don't have access to that information. TATER!!!!!!! HELP!!!!!!! In the meantime I'm using Trigger Maru unaltered and not feeling too crippled. I can't imagine too many instances where sonar could outdistance radar, except when I'm submerged. The only important thing we are missing is the ability to ping a target during a surface attack. That is a regrettable loss. By the way, Luke's link to the sonar manual for WWII submarines is good for killing several hours of fascinating reading. Wonder when PC simulators will be good enough to reproduce even half of that? Anybody think those men of the 1940's were a bunch of simpletons? Read and marvel!
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS Last edited by Rockin Robbins; 11-18-07 at 04:33 PM. |
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#9 | |
Lucky Jack
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This is incorrect. Sonar does work on the surface. Under the sub's chin were sonar heads that can detect supersonic sounds while surfaced. Come on down to the USS Torsk and listen to the harbor traffic on the sonar if you get a chance to visit the boat in the Baltimore Harbor. Bear in mind though that the sonar is a bit too good in the game. You can read about Batfish listening while surfaced but the engines are at ahead slow. Best used if engines at idle or off. As far as TM removing this function, IMHO it should have stayed.
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#10 | |
Lucky Jack
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#11 |
Grey Wolf
![]() Join Date: Feb 2003
Posts: 757
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so in actual fact RFB has it pretty much spot on then? if we were to play 100% realistic we'd have to stop or slow down everynow and again for it to work which i just term as more micro management.
only one thing though, is sonar (radar should be as well) affected by sea state in SH4? |
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#12 | |
Lucky Jack
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I have not used RFB so I can not comment on that aspect.
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#13 |
Navy Seal
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I wonder
If a cutoff speed could be set: like 12 knots, above which the sonar wouldn't work.
In RL it would still work and you would detect water going by the hull and engine noise from your own sub. :rotfl:Contact! Close range! Bearing 180! Range constant!
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#14 | |
Rear Admiral
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1.) it was interfering with the radar sensor. A sporatic problem, but it occured often enough that it bugged me. 2.) The reliablity was a little TOO good. With hdyrophones being so accurate and relaible, it eclipsed the need for radar. 3.) Made searching for traffic in the earlly war, entirely too easy. I have tried experimenting with the sensors.cfg to limit its effectiveness on the surface, and failed to make any progress on that. Had i been able to reduce it so you can't hear anything when traveling above 4 or 5 kts, i would have renabled surface hydrophone contacts. Since i couldnt, i left it disabled. |
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#15 | |
Navy Seal
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I still have a problem with not being able to ping targets while on the surface. I consider that a much bigger defect than the problem, as long as the sub has radar. And while we're complaining, why can't we feed radar bearing and distance to the TDC like the real skippers did? Even if they let us manually input the bearing and range, it would have been OK. But we're stuck inputting bearing with periscope only and manually inputting range only within 1100 yards or so. I think that's also a worse defect than anything going on with the sonar. And it's not moddable.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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