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View Poll Results: Should I change the playable nuke speeds? | |||
Yes, with the speeds you suggested |
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12 | 60.00% |
Yes, but with different speeds (please specify) |
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0 | 0% |
No. |
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8 | 40.00% |
Voters: 20. You may not vote on this poll |
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#1 |
Ocean Warrior
![]() Join Date: May 2005
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The relative speeds of the playable nukes is beginning to bug me.
I'm fairly certain than the Akula is indeed faster than the 688i, so I'm thinking of reverting the speeds back to something more resembling what they were in SC. What do you think of this scheme? 688i 33kts AkulaI/II 35kts SW 38kts (same as it is now in the mod) Cheers, David
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#2 |
Admiral
![]() Join Date: Apr 2005
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I agree with you on the akula II issue.
Its a more modern sub than the 688(i) and this should reflect at least in top speed. If its possibile I would go like this : top speed akula I < top speed 688(i) < top speed akula II. |
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#3 |
Sonar Guy
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688/688i - 32kts
Akula -35kts Seawolf - 37kts |
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#4 |
Bosun
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guys, when not being chased by a torpedo, how fast do you actually go? Is it even worth it?
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#5 | |
Admiral
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I can't stand that in the game the russians subs are inferior even to the 688(i). Its okay for sonar equipment because we know that american subs were really superior to russian ones in this sector. But as far as top speed is concerned well no. The akula II was designed after the 688(i) and is improved over the american sub. Some sources (Cold War Submarines written by Polmar) even have charts that show that modern akula II class submarines were at least as quiet as the 688i and I don't think this is modelled in the game (vanilla or lwami mod). |
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#6 | |
XO
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As the russians can't match the american technology, specially on sonar, they allways built submarines faster, stronger, and capable of going deeper than their american counterparts.
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Hay dos tipos de buques: los submarinos... y los blancos. There are two types of ships: the subs... and the targets. |
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#7 |
Subsim Diehard
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I'ld like to see some actual sources and/or technical discussion supporting those proposed speeds.
All the sources I've read suggest that the Akula's speed currently is the one that's over estimated. A 35 knots top speed for the Akula are usually amongst the high end of speed estimates that I've come across with the low end estimates at 28 knots submerged. Also considering the fact that its displacement is estimated in the 10kton to 12kton range and its hydrodynamic shaping deviates more from the ideal with an oval rather than spherical cross section and its placement of its sail structure in closer proximetry to the aft tapering of the hull (increasing the drag effect of the sail for reasons beyond the scope of the discussion). Overall I think 35 knots for the Akula is actually a bit generous, but anyhow there's no real point of fiddling speeds that are purely guestimates with other speeds that are also purely guestimates, might as well leave as is unless their's some unusually convincing source that supporting something else. However, if a speed is to be toned down seems like the Akula's top speed would be the more logical choice to modify.
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"Seek not to offend or annoy... only to speak the truth"-a wise man Last edited by LoBlo; 06-06-06 at 10:10 AM. |
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#8 |
Ace of the Deep
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Honestly, no reason to change it. No expert on hydrodynamic here, but both have about a 5HP/ton power/weight ratio (assuming 9500t and 47000HP for the Akula), so their speeds should be broadly comparable. Two knots more or less in one direction is just un-necessary.
If you want to improve the Akula, give us sensitivity or washout speed improvement. The game interface does a good enough job of modeling Russian sonar inferiority that you don't need a Nrd differential anyway... if it really is a SSAZ on the real Russian subs, whoever chose to keep it that way should be shot ![]() Or change the SS-N-27's airdropped torp back up to 55. Or reduce the 688I's diving depth to 300m, since some sources suggest its dive depth is reduced to cram in the speed and reactor. With the Advanced Torp Mod, it has the effect of not allowing it to use depth to slow the approaching torp - in torp evasion, relative speed is important. Last edited by Kazuaki Shimazaki II; 06-06-06 at 08:12 PM. |
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#9 | ||||
Sonar Guy
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But I'm afraid we can't simply put correct values into database (even that they would be only little less than now from 492m --> 450m). Because if we put correct crush depth into DB, then not much changes - just like now every 688 in game would be runing 10m above crush depth... in game you are sure that nothing wrong will happen. In real life I suppose no one sane captain would dive even CLOSE to his boat's crush depth even if running for life... at this depth sub is supposed to collapse, so even 10% less would be very, very dangerous, probably more dangerous than torpedo that is chasing him. I don't think (personally) that anyone would exceed 400m in RL with 300m test and 450m crush depths - even in worst situation . But we can't also set 300m into db as crush depth - in RL subs can go deeper if needed, just not all the way to crush depth. Maybe we should assume some % of crush depth that in RL would be maximum used, and set it in DB - for 688i it would I think be not less than 350 (1150ft) but not more than 400m (1312ft). And rework all sub's depths with this scheme. Currently crush depths are: 492m for 688s (1614ft) 656m for Seawolf (2150ft) 569m for Akulas (1866ft) |
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#10 | |
XO
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We used to have discissions about it all the time in the division and with other divisions on the boat. Little "What if's" in the corners of the boat while tossing cards around. We even joked about it. It ended with 'the shipyard can fix it if we are still around to get it there.' Added: One thing here that probably irks us real bubbleheads is that there are operating limits and absolute limits on submarines. The game deals in absolutes while we think in terms of the operational limits that were imposed on us. You have a safe range of speed and depth that work inside of. Outside of this range you are getting into dangerous areas. Too fast and too deep mean you hit your crush depth before you can recover from flooding etc etc. Crush depth is an UNKNOWN thing till you find it the hard way. I think the game does a good job in balancing the the various classes but what needs to be done is something on the same order. I realize that is can not be done my a mod probably. What you do is make variable ABSOLUTE limits and impose operational limits. That way a player has an envelope to play in but then makes a choice to operate outside those limits and risk breaking things or crush. Put down that a 688i has a safe operating max depth of 800 feet (otherwise known as test depth). Crush depth is something deeper than 1200 feet but put a variable on it. It might actually be 1141 for that ship. Maybe the welders had a good day and on another ship of the same class crush depth is 1487 feet. Make it random each time you dive for each ship. That way you can not guess how deep you can REALLY go. Why did I bring this up?? With all the discussions of changing speed someone asked what does a knot or 2 matter? It can literally be the difference between life and death. Remember back when I started posting I said something about how FAST a bell is answered. That normally the throttleman will NOT cavitate unless ordered but when told to GO, he answered it quickly and without hesitation. When torpedo's are in the water speed IS life. You will get told to stand on the power and the boat will speed up REALLY quickly. Speed gets you out of the detection cone of the weapon. Speed gets you clear of the datum and tosses his solution out the window. Speed makes the boat more manuverable. Speed is more imporant than depth in a lot of ways when weapons are in the water. Last edited by Bubblehead Nuke; 06-07-06 at 12:03 AM. |
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#11 | |||
Sonar Guy
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Something like diving a fighter plane below ground level to avoid a missile... or better, to dive a fighter plane, in a fog, to or below 0ft altitude to avoid a missile... P.S. After reading the add on I see that actually we agree in general ![]() Quote:
There is IIRC 150% safe margin in US designs between operational (test?) depth and crush depth... Or was it 175% ? I remember german standards are 200% of operational depth. Quote:
![]() Last edited by Amizaur; 06-07-06 at 04:33 PM. |
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#12 | |||
XO
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Everything is calculated by some big egg head in the sky and we only hope they lubed up the slide rule before they figured all this out. As the ship age and go thru ship alts they modify this number. Some of the older nuke boats actually had their max depth REDUCED because they had exceeded the calculations based on life of the ship. Quote:
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Any OPERATIONAL limit would have to be self imposed by the player as it is a set of numbers designed to keep you operating in a safe enviroment (such as it is). It could be imposed by the manuevering limits of the ship. If you go back thru my posts you will see me commenting on the depth excursions exibited by a sub throwing a hard rudder on at high speed. As I said, this comes on MUCH faster and creats FAR more of a depth excursion than is currently modelled in game. Want to know what I like about this dicussion? With all of the THOUSAND of ex-bubbleheads out there, nobody has given out the real numbers. That makes me PROUD of the Silent Service. |
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#13 | ||||
Ace of the Deep
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And I entirely agree with this general concept, except: 1) Does the mentioned difference (from the sources) take account the Display Influence? 2) "-8" (or =TB-16, 2Nrd less sensitive vs new TB-23) is more than fair for the Improved Akulas, which are rough contemporaries of the 688I and in accordance to the 1/3rd as sensitive guide. But not the Akula-IIs, which are roughly contemporary with SW. Assuming this +2Nrd sonar lag holds, the Pelamida II should have a sensitivity of closer to -10 to compare with the SW's -12 (or was it -14?) - take the higher washout of US arrays into account as well... Quote:
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Fine calibration between that and crush (estimated at about 1970-2160 feet) to aim for a 50% chance, with the condition that Never Exceed Depth should be perfectly safe. For those without Never Exceed Listed, I suggest starting out halfway and then calibrating within the gap between test (300m for LA) and crush (450m) so that at the real crush, we get roughly a 50% chance of death as possible. Last edited by Kazuaki Shimazaki II; 06-07-06 at 01:02 AM. |
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#14 | ||
Ocean Warrior
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I like the figures Amizaur listed. Quote:
David PS Keep in mind, if you are worried about play balance, you have to keep in mind that this is in the context of LWAMI4, in which the torpedoes are by far going to be the biggest balancing factor. Interestingly, the strength of the ADCAP over the UGST (the gap between the torpedoes is much wider in LWAMI4) will help the 688i considerably, while the overall changes to the torpedoes such as "basic" torpedo physics and wirelength limits will help tone down the power of the SeaWolf. All in all, I think the game will be even more balanced once these changes are all implimented. PPS And for the record, this should be LWAMI Poll #12. :-P
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LW ![]() ![]() Last edited by LuftWolf; 06-07-06 at 04:09 AM. |
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#15 |
Silent Hunter
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In terms of depth, the way the game works now is that it chooses at random an actual crush depth that is somewhere below the given crush depth. Every little bit you go below increases the risk of implosion.
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