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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Navy Seal
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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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#17 | |
Grey Wolf
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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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"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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#18 |
Grey Wolf
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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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#19 |
Grey Wolf
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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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#20 | |
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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#21 | |
Lucky Jack
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#22 |
Grey Wolf
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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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#23 | |
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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#24 | |
Silent Hunter
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#25 |
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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#26 | |
Silent Hunter
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#27 | ||
Navy Seal
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OOOOOOOO!
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#28 | |
Silent Hunter
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#29 | ||
Lucky Jack
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#30 |
Grey Wolf
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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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