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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
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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
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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
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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 |
Grey Wolf
![]() Join Date: Feb 2003
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im using RFB and have always wondered about this as well. i just assume the sonar set was underwater and along with the fact that the pacific is a lot more calm than the atlantic thats why i can detect ships on the surface.
i thought RFB was designed to be realistic? |
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#10 |
Navy Seal
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RTFM!!!!!!!:rotfl
![]() If they give us grossly too much information Luke is right. Better for us to turn them off. My position is the radar gives you the information too, so it's not as if the sonar gives you an advantage, because you already know whatever the sonar is telling you in much more detail. I contend that losing the ability to ping targets from the surface is a much more serious problem than getting too much info from an instrument that only tells you the bearing to a target you already know both bearing and range to from the radar! Therefore, if I am right, keep the sonar functional as the more realistic option. Beery seems to agree with me. Ducimus has yielded to the dark side.: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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#11 | |
Grey Wolf
![]() Join Date: Sep 2007
Posts: 921
Downloads: 75
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"There are only two types of ships- submarines...... and targets" Unknown "you wouldn't catch me on a ship that deliberately sinks itself"- comment to me from a surface sailor. ![]() System: AMD 6300 3.5 GHz | 32GB DDR3 | SATA 300 320GB HD, SATA III 1TB HD, SATA III 1.TB HD | ASUS Sonar DS sound card NVIDIA 1660 Super OC | Windows 10 |
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#12 | ||
Navy Seal
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![]() Is it going to be possible to ping targets from the surface? That is definitely historical and the lack of that capability would be demonstrably unhistorical, while using sonar to locate targets on the surface gives no advantage to the player which could be considered unfair unless they do not have radar. So what say you? Which unhistorical error is most egregious? I say taking the sonar away is a greater crime than leaving it there so long as the sub has radar. If the sub has no radar then I think it's defensible to remove the surface sonar capability. Second thought: is it possible to remove detection ability while leaving the ability to ping targets? That might be the best solution of all. I originally came from RFB, but left it when Beery abandoned it and its characteristics became dated. I only switched to TM out of desperation to find some way to integrate what turned out to be the very mods that were the basis of TM. At first I wasn't happy about the unhistorical Japanese ASW AI, but after playing it for awhile, I came to the opinion that it made for a much more enjoyable game not to have a Japanese side that was such a pushover for a GWX graduate. So I look forward to a hale and healthy RFB and will make an alternate installation including it when you get your feet on the ground.
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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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#13 | ||
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
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@swdw, we need to look into this more. |
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#14 |
Captain
![]() Join Date: Jan 2004
Posts: 498
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Now you guys are gonna make me check my memoirs to see if they could detect screws while surfaced.
Also keep this in mine, the "supposed" super sonar heads while surfaced seem to provide detection ranges that should be possible visually but arent visually possible due to in game model limits. Even the 12km visual mods dont make up for the crew being able to visually detect from 15-20km or more under favorable conditions including the placement of look outs on the shears. So in my mind, the super ears are to make up for the gimped eyes...it seems the sound detection is out to about 20km |
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#15 |
Grey Wolf
![]() Join Date: Feb 2003
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yeah the surface sonar detection makes up for the limited visual detection range although once the patch increases visual range to 20km i dunno where that leaves the surface sonar question.
does anyone know if crew will spot smoke stacks at 20km after the patch or will it still the actual ship? |
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