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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: May 2008
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Hello, everyone here, I am a new cadet skipper who has just been introduced to the great Silent Hunter 4 and its mods, and still learning to survive in the 100 percent realism and how to use TDC manually.
So my question is how do u guys measure vessels' speed by listening to its propeller rotation? Because i heard that those real skippers did use this method in the history, isn't it? |
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#2 |
Weps
![]() Join Date: Apr 2005
Posts: 359
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Ahooy Skipper and welcome to Subsim!!!!!!!
![]() http://www.subsim.com/radioroom/showthread.php?t=107783 ![]() |
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#3 | |
Admiral
![]() Join Date: Aug 2007
Location: Suomi, sauna, puukko, perkele
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![]() Quote:
![]() In SH4 you basically you need to know the target 's TPK(turns per knot) value. You follow the target on the hydrophone for 60 seconds(or 15 seconds and multiply the result by 4 etc, you get the idea) and count the turns. You then divide the resulting number by the TPK to get the target's speed in knots. I remember that someone did a TPK table for SH3 and this method worked to some extent, but I haven't seen such table for SH4 nor do I know if the above method works at all in the game. |
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#4 |
Navy Seal
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Unfortunately, in SH4 the tpm does not correlate to the speed of the target well enough to use. Same with SH3, and anyone who has tried it has abandoned the attempt. As a practical matter, only relative speeds, "target is speeding up" or "target is slowing down" could be determined because turns per knot was not a known quantity like it is today.
A large part of what modern subs do is monitoring known ships and determining turns per knot for that individual ship. Now these are in a database allowing sonar to identify thousands of ships by name and pretty precisely peg their speed from the accumulated database. That wasn't possible in WWII.
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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 | |
Swabbie
![]() Join Date: May 2008
Posts: 6
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Thx, badaboom, i will check it out, and Fincuan 2. And to RR, so u actually mean it's not possible to do that in SH4? Then i don't get it, some article i read in the internet did mention this "propeller method", even the documentary "silent service" said that.
quote from http://jtmcdaniel.com/periscope.html Quote:
Well, i know this is a little 2 crazy for a gamer to listen to the hydrophone and count the rotations, and have to look up a TPK table for each ship which are not provided in the game, but it seems to me, without the map update this is the best and easiest way to find out how fast the target is, for the sonar operator at least, especially in the darkness. ![]() |
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#6 |
Ocean Warrior
![]() Join Date: May 2007
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Well as the war went on, i think they got better at it,
and the british made it a key point from the beginning, but they had the advntage that most of the world's merchant marine engines were built in Britain in the years before the war started. Anyway, even with what you have, you can do pretty well: A merchant moving at medium speed according to your hydrophone operator is either travelling at 8 or 9 knots Now that piece of information helps you a lot, and if you are close, 1 knots difference will not stop your fish hitting. there are other factors too: if you can see the target isn't too far away, but your hydrophone operator is having trouble hearing him, chances are it's very slow, say 5 knots or less joe
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"Enemy submarines are to be called U-Boats. The term submarine is to be reserved for Allied under water vessels. U-Boats are those dastardly villains who sink our ships, while submarines are those gallant and noble craft which sink theirs." Winston Churchill |
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#7 |
Grey Wolf
![]() Join Date: Mar 2005
Location: St. Louis, MO, USA
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It was done in the war. O'Kane's 'Clear The Bridge!' makes mention of buying the sonar man a metronome to more accurately determine target speed by counting prop turns.
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