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Old 11-20-07, 08:08 AM   #16
Rockin Robbins
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Default But!

You're forgetting the fact that radar detection makes visual and sonar range moot. They just don't matter because you already know the exact position of the target.

@nattydread: just another free service of us troublemakers:p


@Luke: what do you say for a cutoff point for sonar, 12 knots?
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Old 11-20-07, 08:44 AM   #17
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Originally Posted by LukeFF

@swdw, we need to look into this more.
Sounds good to me. Be warned RR, luke's changes are designed to have crew rating affect the sonar and radar efficiency, so if you have a green crew . . . .

Also, there are times where visual spotting is poor due to weather (like fog). Radar works fine in this case, but what if your radar is damaged?
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Old 11-20-07, 09:14 AM   #18
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yeah + dont forget about the patrols pre 43 when radar isnt available.
so whats the word on this then? is it realistic to detect contacts on the surface with sonar ala RFB?

im swayin towards no in which case i might give the TM mod a run.
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Old 11-20-07, 09:25 AM   #19
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Something else I have noticed. The S boat DOES NOT have this capability, which is accurate. The Fleet boats had two sets, one below the water, when surfaced and one above. This was one of the many advantages fleet boats had. Before people say this or that is not right, look it up on the net, or better yet, look at some books on the subject. Hydrophones worked up to a speed of 10-11 kts on the surface, and on smooth seas. Any faster or rougher you needed an uber sound man.
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Old 11-20-07, 09:47 AM   #20
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Quote:
Originally Posted by Powerthighs
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.

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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Old 11-20-07, 09:55 AM   #21
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Quote:
RR:
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.
I do not think the sonar is grossly overmodeled but we do have the absense of natural noises in the water. These noises that need to be filter out if possible. But, the books about and by the skippers did in fact state the sonar works while surfaced and I can tell you from personal experience with the USS Torsk, they do work while surfaced. I spend many a Saturday on the Torsk tracking the water taxis with the Torsk sonar
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Old 11-20-07, 09:56 AM   #22
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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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Old 11-20-07, 10:02 AM   #23
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Quote:
Originally Posted by Laffertytig
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?
Yes, IMHO we should be forced to slow down to use the sonar while surfaced. Heck, at flank it works a bit to well. Sea state should and did affect sonar and radar alike. Radar would pick up rain squalls and island masses were the game does not. Sonar had to contend with density of the water and the noise of it's own engines. Despite all of this, most if not all skippers felt that the men up on the watch were your best defense and offense for spotting and tracking vessels.

I have not used RFB so I can not comment on that aspect.
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Old 11-20-07, 11:23 AM   #24
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Quote:
Originally Posted by pythos
Hydrophones worked up to a speed of 10-11 kts on the surface, and on smooth seas. Any faster or rougher you needed an uber sound man.
Can you quote a primary source that says up to what speed boats could reliably detect sound contacts (i.e., propellor noises) on the surface? It would really help me out a lot.
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Old 11-20-07, 11:25 AM   #25
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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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Old 11-20-07, 11:25 AM   #26
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Quote:
Originally Posted by Rockin Robbins
@Luke: what do you say for a cutoff point for sonar, 12 knots?
Depends. I could really use help here in determining how efficient the keel-mounted sonar was at detecting plain-old ship noises while on the surface, i.e., up to what general speed.
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Old 11-20-07, 11:26 AM   #27
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OOOOOOOO!

Quote:
Originally Posted by LukeFF
Quote:
Originally Posted by pythos
Hydrophones worked up to a speed of 10-11 kts on the surface, and on smooth seas. Any faster or rougher you needed an uber sound man.
Can you quote a primary source that says up to what speed boats could reliably detect sound contacts (i.e., propellor noises) on the surface? It would really help me out a lot.
You're sounding like Beery!
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Old 11-20-07, 11:27 AM   #28
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Quote:
Originally Posted by Rockin Robbins
You're sounding like Beery!
It's the historian in me. :p
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Old 11-20-07, 12:20 PM   #29
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Quote:
Originally Posted by LukeFF
Quote:
Originally Posted by Rockin Robbins
@Luke: what do you say for a cutoff point for sonar, 12 knots?
Depends. I could really use help here in determining how efficient the keel-mounted sonar was at detecting plain-old ship noises while on the surface, i.e., up to what general speed.
Whatever ahead slow would equate to in kts. This as per the USS Batfish and tactic used so the sonar could be used while surfaced. I guess somewhere between 3-5 kts. After that the sonar should have muddled sounds and water sounds going around the hull.
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Old 11-20-07, 12:37 PM   #30
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the only thing that makes me doubt this is the actual sub. the 2 hull mounted sensors are underwater, arent these used to send and detect active sonar, not detect propeller sounds?

the hydrophone listening device is ABOVE water level so how could it detect sound travellin through the water? thats my understanding on it anyways, has anyone got any hard facts to prove otherwise?
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