SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter 4: Wolves of the Pacific
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 08-06-07, 04:45 AM   #1
raduz
Engineer
 
Join Date: Sep 2006
Location: Slovakia
Posts: 205
Downloads: 3
Uploads: 0
Default sonar performance

This is what I found on wikipedia:
http://en.wikipedia.org/wiki/Sonar

"Sound waves that are radiated down into the ocean bend back up to the surface in great arcs due to the increasing pressure (and hence sound speed) with depth. The ocean must be at least 6000 feet (1850 meters) deep, or the sound waves will echo off the bottom instead of refracting back upwards, and the loss at the bottom reduces performance."

Then why the DDs were able to ping the subs even in shallows water?
raduz is offline   Reply With Quote
Old 08-06-07, 05:33 AM   #2
switch.dota
Captain
 
Join Date: May 2007
Location: Romania
Posts: 492
Downloads: 0
Uploads: 0
Default

Active sonar *should* be less effective at finding a sub in shallow water, especially when the sub is close to the bottom. This is not modelled into the game, however.
switch.dota is offline   Reply With Quote
Old 08-06-07, 07:05 AM   #3
John Channing
Sea Lord
 
John Channing's Avatar
 
Join Date: Sep 1998
Posts: 1,846
Downloads: 163
Uploads: 5
Default

The operative word there is "reduces"... not eliminates!

JCC
John Channing is offline   Reply With Quote
Old 08-06-07, 10:17 AM   #4
SteamWake
Rear Admiral
 
Join Date: Mar 2005
Posts: 13,224
Downloads: 5
Uploads: 0
Default

The subs of that era did not have sound absorbing materials applied to their hull. Also they had plenty of 'right angles'. Also they (subs) were typically suspended above the ocean floor. They made a much better uhhhh sound bouncer than the ocean floor.
SteamWake is offline   Reply With Quote
Old 08-06-07, 10:36 AM   #5
Sailor Steve
Eternal Patrol
 
Sailor Steve's Avatar
 
Join Date: Nov 2002
Location: High in the mountains of Utah
Posts: 50,369
Downloads: 745
Uploads: 249


Default

First of all, that portion of the article seems to me to be talking about using sonar to map the ocean bottom. Spotting an underwater object that is much closer to the transponder than the ocean bottom will obtain a echo sooner. Also, anti-submarine sonar never pointed anywhere near straight down. Spotting a submarine in shallow water was more difficult, but not by much. Most difficult was spotting a sub actually lying on the bottom - it was easy to confuse other objects with the intended target.

This might be of some help:
__________________
“Never do anything you can't take back.”
—Rocky Russo
Sailor Steve is offline   Reply With Quote
Old 08-06-07, 11:11 AM   #6
SteamWake
Rear Admiral
 
Join Date: Mar 2005
Posts: 13,224
Downloads: 5
Uploads: 0
Default

Quote:
Originally Posted by Sailor Steve
Most difficult was spotting a sub actually lying on the bottom - it was easy to confuse other objects with the intended target.
Unfortunatly this does not seem to be modeled in the game. Trust me Ive tried.
SteamWake is offline   Reply With Quote
Old 08-06-07, 11:23 AM   #7
Sailor Steve
Eternal Patrol
 
Sailor Steve's Avatar
 
Join Date: Nov 2002
Location: High in the mountains of Utah
Posts: 50,369
Downloads: 745
Uploads: 249


Default

Quote:
Originally Posted by SteamWake
Quote:
Originally Posted by Sailor Steve
Most difficult was spotting a sub actually lying on the bottom - it was easy to confuse other objects with the intended target.
Unfortunatly this does not seem to be modeled in the game. Trust me Ive tried.
I agree. It worked quite well in Aces Of the Deep. Unfortunately so did getting stuck in the mud. I died that way once.
__________________
“Never do anything you can't take back.”
—Rocky Russo
Sailor Steve is offline   Reply With Quote
Old 08-06-07, 12:04 PM   #8
Peto
Ace of the Deep
 
Join Date: Jul 2007
Location: The details of my life are quite inconsequential
Posts: 1,049
Downloads: 4
Uploads: 0
Default

LOL Sailor Steve! That happened to me more than once with me banging on the dive/rise commands (which did work once in a while). I wonder why no one has incorporated some of the basic things that were in AOD--escorts doing search patterns, lying in wait for you to surface etc.

AOD was a great sim in many ways.

Cheers!

Peto
Peto is offline   Reply With Quote
Old 08-06-07, 12:37 PM   #9
WernerSobe
Commodore
 
Join Date: Jul 2006
Posts: 625
Downloads: 5
Uploads: 0
Default

well unless a sub is lying on the ground an expirienced sonar operator should be able to separete the ground echo from sub bounce.

ground echo sounds different to returns from a sub and you know the first echo is the sub, the second is the ground. I think they could even setup the filters to reduce the ground echo amplitude.

But anyway the ground echo is not modeled in game.
WernerSobe is offline   Reply With Quote
Old 08-06-07, 12:48 PM   #10
John Channing
Sea Lord
 
John Channing's Avatar
 
Join Date: Sep 1998
Posts: 1,846
Downloads: 163
Uploads: 5
Default

Quote:
Originally Posted by Peto
LOL Sailor Steve! That happened to me more than once with me banging on the dive/rise commands (which did work once in a while). I wonder why no one has incorporated some of the basic things that were in AOD--escorts doing search patterns, lying in wait for you to surface etc.

AOD was a great sim in many ways.

Cheers!

Peto
Not sure what you mean there. If you don't think the escorts in SH4 lie in wait for you then you have been very lucky.

On several occasions I have seen one escort stay behind after the others rejoin a convoy and just sit there at all stop... waiting for you to surface. If you out wait him he will then search on both sides of the convoy track all the way back until he rejoins the formation.

JCC
John Channing is offline   Reply With Quote
Old 08-06-07, 01:55 PM   #11
SteamWake
Rear Admiral
 
Join Date: Mar 2005
Posts: 13,224
Downloads: 5
Uploads: 0
Default

Quote:
Originally Posted by John Channing
Quote:
Originally Posted by Peto
LOL Sailor Steve! That happened to me more than once with me banging on the dive/rise commands (which did work once in a while). I wonder why no one has incorporated some of the basic things that were in AOD--escorts doing search patterns, lying in wait for you to surface etc.

AOD was a great sim in many ways.

Cheers!

Peto
Not sure what you mean there. If you don't think the escorts in SH4 lie in wait for you then you have been very lucky.

On several occasions I have seen one escort stay behind after the others rejoin a convoy and just sit there at all stop... waiting for you to surface. If you out wait him he will then search on both sides of the convoy track all the way back until he rejoins the formation.

JCC
Ive also witnessed them working in teams with one darting about pinging away and dropping the occasional can while the other drifts and listens.
SteamWake is offline   Reply With Quote
Old 08-06-07, 02:13 PM   #12
Sailor Steve
Eternal Patrol
 
Sailor Steve's Avatar
 
Join Date: Nov 2002
Location: High in the mountains of Utah
Posts: 50,369
Downloads: 745
Uploads: 249


Default

Quote:
Originally Posted by SteamWake
Quote:
Originally Posted by John Channing
On several occasions I have seen one escort stay behind after the others rejoin a convoy and just sit there at all stop... waiting for you to surface. If you out wait him he will then search on both sides of the convoy track all the way back until he rejoins the formation.

JCC
Ive also witnessed them working in teams with one darting about pinging away and dropping the occasional can while the other drifts and listens.
They did the 'tag team' thing in SH3 too. The one searching the sides on his way back sounds cool.
__________________
“Never do anything you can't take back.”
—Rocky Russo
Sailor Steve is offline   Reply With Quote
Old 08-06-07, 02:35 PM   #13
Peto
Ace of the Deep
 
Join Date: Jul 2007
Location: The details of my life are quite inconsequential
Posts: 1,049
Downloads: 4
Uploads: 0
Default

I agree that they're there BUT!!!---I always know that they're there. In RL (and AOD) they would lie quiet. You'd think they were gone but they would catch you when you came up. In SH4 (which I love playing btw--great sim) I can evade them as long as I know where they are.

This is better and they're more persistant since 1.3 patch though and I think it's a great improvement.

Cheers!
Peto is offline   Reply With Quote
Old 08-06-07, 02:47 PM   #14
SteamWake
Rear Admiral
 
Join Date: Mar 2005
Posts: 13,224
Downloads: 5
Uploads: 0
Default

Quote:
Originally Posted by Peto
I agree that they're there BUT!!!---I always know that they're there. In RL (and AOD) they would lie quiet. You'd think they were gone but they would catch you when you came up. In SH4 (which I love playing btw--great sim) I can evade them as long as I know where they are.

This is better and they're more persistant since 1.3 patch though and I think it's a great improvement.

Cheers!
If a ship is sitting 'up there' at a dead stop how do you know hes still up there short of using the exterior cam ?

Only reasoning I can think of is you have his last known position and did not 'hear' him move off so you can assume he is still there.
SteamWake is offline   Reply With Quote
Old 08-06-07, 02:55 PM   #15
John Channing
Sea Lord
 
John Channing's Avatar
 
Join Date: Sep 1998
Posts: 1,846
Downloads: 163
Uploads: 5
Default

Since 1.03 and TM 1.03 I often lose sonar contacts when they shut down (and even when they don't). This is one of the best features as far as I am concerned as it introduces an element on incertainty.

Now if only I could resist the urge to F12 to take a peek .

JCC
John Channing is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 12:34 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.