![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
Posts: 4,904
Downloads: 304
Uploads: 0
|
![]()
Besides, they probably used 70 of those (simple) processors at a couple of 10s of MHz, instead of lets say a more modern (single) P4 cpu at some Ghz, to make the processing parallel instead of serial.
|
![]() |
![]() |
![]() |
#2 |
Sea Lord
![]() Join Date: May 2008
Location: 1300 feet on the crapper
Posts: 1,860
Downloads: 2
Uploads: 0
|
![]()
We used to have little books called piping tabs which had every major system laid out in great detail. We used these when we had to shut down a system and tag other valves etc... so they would not be operated in order to maintain safety and perform whatever pm or repair necessary. I went to a garage sale and in a book bin for 50 cents was a piping tab for the Richard B. Russell SSN-687. I bought it from the lady and asked her where she got it and she told me it was her ex husbands who was a Mare Island naval shipyard worker.
At my exiting interview i was told that a 20 year federal prison sentence happens to those who would be caught with schematics of a nuclear submarine. Even myself here on this subsim site, I want more accurate details about stuff especially sonar when it comes to playing this game, but not at the expense of having classified info being divulged. But now about those Russian boat (he he) I will take all the info I can get, too bad we do not have a Russian sub sailor here who we can pump for info.... ![]() |
![]() |
![]() |
![]() |
#3 |
The Old Man
![]() Join Date: May 2005
Location: Czech Republic
Posts: 1,458
Downloads: 6
Uploads: 0
|
![]()
Sometimes even you US bubbleheads tell more about Russian subs then about US subs. Sure you know little of them, but then it's much less secret. So I would like to see Russian sonar chief to tell me about typical 688 signature, since that is info no US mariner will give.
![]() Anyway the game must be just so good, that it matches general knowledge, with some additional educational insight. It dos not have to be correct, as long as nobody knows what really is correct.
__________________
Last edited by Dr.Sid; 12-17-08 at 04:13 PM. |
![]() |
![]() |
![]() |
#4 | |
Commodore
![]() Join Date: Nov 2004
Location: Right behind you!
Posts: 643
Downloads: 39
Uploads: 0
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
#5 |
XO
![]() Join Date: Feb 2006
Posts: 435
Downloads: 5
Uploads: 0
|
![]()
I have chatted with Dr. Sid about that very thing. As long as the CONCEPTS are fundementaly correct, who cares about the exact numbers.
The devil is how to give someone an understanding of the engineering that goes into a sub without 'crossing' the line'. To help with the sub handling models, I have researched and found a few choice books that are interesting reading to an aspiring sub sim designer. |
![]() |
![]() |
![]() |
#6 |
The Old Man
![]() Join Date: May 2005
Location: Czech Republic
Posts: 1,458
Downloads: 6
Uploads: 0
|
![]()
Main difference compared to DW is the delays induced by finite sound speed will be correctly simulated, to such extent, that it alone will allow active sonar simulation.
Each sound will 'travel' and 'hit' other platforms in correct order, where it will get detected (for passive) or bounced (read new sound event will be generated) for active sonar. This is general mechanism how sound will get from source to listener. This is actually what I'm working on in the moment. As for transmission loss, layers, channels and so on, nothing like raytracing is possible because of huge amount of computing it needs, so it will be just lookup tables based on range, depth of listener, depth of target. However I plan to have these changing fluently with daytime and location. I'd also like to have let's say 3 frequency ranges so different frequencies can react differently on sound speed profile. As for sound source, it's clear DW's 4 constant lines per platform is huge simplification, and I plan to have quite complex sound sources, since it's cheap. So there will be many components, each related to expected cause, and variable not only in amplitude, but in frequency too, where it should be. Propeler noise, flow noise, gear whine, pumps, steam noises, generators, you name it. And of course, correctly simulated transients, which will generaly be samples played (and heard on listener side) when some specific event happens (like torpedo tube opened, or coin dropped :rotfl ![]() This will make identification much harder and description of sub wont be 4 frequencies. Expect long process of guessing and ruling out. You should be able to tell 'this is ruskie sub' quite soon, while it might be hard to tell if it's delta III or delta IV. Anyway this rich possibilities will easily allow each hull to be slightly different. As for listener side gear, it will just look slightly more complicated, there is nothing much wrong with it in DW, except it's simplistic at some details. Of course there will also be MUCH more false contacts, and there will be better environment simulation.
__________________
|
![]() |
![]() |
![]() |
#7 |
Navy Seal
![]() |
![]()
Sounds good Sid,
I have a week and a half off over Christmas....so I'll send you some more subs. If you can let me know what happens with the surface models where they go weird on you I could try and mitigate it in the model before I send it. I'd like to make a big push with this and get you some nice surface vessels. |
![]() |
![]() |
![]() |
#8 | |
Commodore
![]() |
![]() Quote:
|
|
![]() |
![]() |
![]() |
#9 |
Naval Royalty
![]() Join Date: Jun 2005
Location: Washington, DC
Posts: 1,185
Downloads: 0
Uploads: 0
|
![]()
Dr. Sid, how do you plan to do better environment simulation and false contacts?
Last edited by SeaQueen; 12-20-08 at 11:46 AM. |
![]() |
![]() |
![]() |
#10 | |
Naval Royalty
![]() Join Date: Jun 2005
Location: Washington, DC
Posts: 1,185
Downloads: 0
Uploads: 0
|
![]() Quote:
Last edited by SeaQueen; 12-21-08 at 10:57 AM. |
|
![]() |
![]() |
![]() |
#11 | |
Naval Royalty
![]() Join Date: Jun 2005
Location: Washington, DC
Posts: 1,185
Downloads: 0
Uploads: 0
|
![]() Quote:
The laws of physics don't change across borders. It's no big secret how a nuclear reactor works, for example, or how beamforming works. You can find beautiful books on all of that. All of it is unclassified. Heck, we actually gave the technology to build nuclear reactors to Iran under that Atoms for Peace program in the 1950s under Eisenhower. The problems pop up when people say, "here's how we do it specifically on this vessel, and oh, btw, here's some performance numbers." |
|
![]() |
![]() |
![]() |
#12 | ||
XO
![]() Join Date: Feb 2006
Posts: 435
Downloads: 5
Uploads: 0
|
![]() Quote:
The actual details of power plant operation is not really a issue as it is far beyond the scope of any sim. Things like plant management and power constraints DO play a part as you can opt for low power/lower noise levels/lower max speeds vs high power/higher plant noise/higher max speed. Because of the nature of speed/drag/power curves there is no simple linear solution. You are able to make a trade-off that have a tangible tactical effect. Since this IS a sim, these are things that need to be taken into consideration as they are a part of the operational equation. Unfortunatly, there is very little outside references into the operational considerations and tactical employement of a submarines. This is where those of us who have served try and give an insight without busting the rules. |
||
![]() |
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|