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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
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![]() Quote:
![]() Peabody
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#2 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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![]() Quote:
as stated in the first post : The killing radius of a depth charge depends on the payload of the depth charge and the size and strength of the submarine hull. A depth charge of approximately 100 kg of TNT would normally have a killing radius (hull breach) of only 3-4 meters against a conventional 1000 ton submarine, while the disablement radius (where the submarine is not sunk but put out of commission) would be approximately 8-10 meters. A higher payload only increases the radius by a few meters due to the fact that the effect of an underwater explosion decreases with the distance cubed. USN ASW effectiveness during World War II In the first few months of the war only 5 percent of all depth charge attacks were successful. Normal combat conditions reduced that figure to 3 percent. Combat records showed that in early 1942 the lethal probability of a single depth charge pattern (barrage) was about 3 percent and five attacks would raise the chance of a kill to about 10 percent. The possibility of inflicting significant damage to a submarine was about 30 percent after five attacks. By the end of 1943, better weapons and tactics had improved these figures such that about 30 percent of all detected submarines suffered at least some damage and 20 percent were killed. By the last year of the war, at least 35 percent of all submarines attacked were being damaged while 30 percent were killed. In mid-1944, the USN was claiming an 8 percent kill rate with a single Hedgehog pattern. By the middle of 1945, that figure had risen to 10 percent. http://www.navweaps.com/Weapons/WAMUS_ASW.htm I set the damage radius to 20, half stock's, because I believe that the DC were doing more damage than they really should have, especially when you read the data here above from navweaps.com keltos download : http://www.mediafire.com/file/zjoyzq4zzyo/IJN campaign US DC mod v 1.0.rar Last edited by keltos01; 12-17-09 at 10:26 AM. |
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#3 |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
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Keltos,
I am not disputing your data only your conclusions as it applies to the stock game. Now there are a lot of Damage Models around that change some data. But as it applies to the stock info: In your post you are stating distances for "Hull Breach" and "out of commission", I am talking doing damage. Even thought the Max range is 40 meters it does not do 100% of it's damage at 40 meters. I have never had a hull breach at 40 meters. Also the game uses hitpoints so it is totally different than RL. At 40 meters you may get a .03 damage to a component on the sub, you are not going to get a "hull breach" only minor damage if any at all. You also state "the attacking ship needed to be moving above a certain speed or it would be damaged by the force of its own weapons." Now I realize the hull of a submarine is built to withstand more "pressure" than the bottom of a DD but that DC is not exploding at 10 meters. To put it is perspective, your subs are 100 meters long, so if a DC went off at the nose you wouldn't feel it in the conning tower (50 meters away)? I am NOT saying hull breach only that you would feel it and the effect could cause things to break at 40 meters in my opinion. Put on your diving gear and we will put you 40 meters away and drop a DC, see if you get a headache. ![]() So basically all I am saying in that the data is giving distances for "hull breach" and "disabled", I am talking damage. The article you quote is talking sinking a sub, not damage to components that gets fixed by the men on board. Peabody
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#4 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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quote=peabody;
Keltos, I am not disputing your data only your conclusions as it applies to the stock game. Now there are a lot of Damage Models around that change some data. But as it applies to the stock info: In your post you are stating distances for "Hull Breach" and "out of commission", yes I do I am talking doing damage.ok Even thought the Max range is 40 meters it does not do 100% of it's damage at 40 meters. I have never had a hull breach at 40 meters. Also the game uses hitpoints so it is totally different than RL. ![]() At 40 meters you may get a .03 damage to a component on the sub, you are not going to get a "hull breach" only minor damage if any at all.ok You also state "the attacking ship needed to be moving above a certain speed or it would be damaged by the force of its own weapons." Now I realize the hull of a submarine is built to withstand more "pressure" than the bottom of a DD but that DC is not exploding at 10 meters. ok To put it is perspective, your subs are 100 meters long, so if a DC went off at the nose you wouldn't feel it in the conning tower (50 meters away)? yet they do damage the tower in that case... I am NOT saying hull breach only that you would feel it and the effect could cause things to break at 40 meters in my opinion. Put on your diving gear and we will put you 40 meters away and drop a DC, see if you get a headache. ![]() ha ha ha ![]() So basically all I am saying in that the data is giving distances for "hull breach" and "disabled", I am talking damage. The article you quote is talking sinking a sub, not damage to components that gets fixed by the men on board. Peabody so you think the DC were well set from the start? keltos |
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#5 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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![]() ![]() ![]() maybe for the damage I'll agree with you Peabody.. but they fell too fast : now when a DD closes and drops DC you go to falnk and turn and get a chance to avoid the DCs whereas before you were a sitting duck... also I found a smaller version of the hedgehog with only 4 rockets for small ships... ![]() keltos |
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#6 | |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
|
![]() Quote:
![]() ![]() Peabody
__________________
System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2. |
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#7 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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hedgehog :
![]() Missiles were fired in pairs with an interval of either 0.1 or 0.2 seconds between pairs. The order was such that the missiles with the highest trajectories were fired first while those with the flattest trajectories were fired last. This allowed all missiles to hit the water at about the same time. Reload time was 3 minutes. When aimed to impact at 200 yards (180 m) from the firing ship, it took about 17 seconds from the time the missiles were fired until they sank to a depth of 200 feet (61 m). The principle disadvantage of Hedgehog was its 40 ton recoil force, which precluded it being used on small warships. This led to the development of Mousetrap, as described below. It should be noted that the USN considered that the Hedgehog projectiles to be missiles, not rockets, as the propelling charge was entirely used up prior to the projectile leaving the spigot. Mousetrap : ![]() Mousetrap rocket projector with four rails. This weapon was originally classified as a Rocket Launcher and retained its original Mark number when reclassified as an ASW projector. This weapon was developed to take the place of Hedgehog for smaller ships such as patrol craft which could not withstand the recoil forces generated by that weapon. An 85 lbs. (39 kg) warhead was originally fitted, but this was too heavy to man-handle in rough seas. The warhead was changed to the lighter one of the Hedgehog (see above), which had the added benefit of simplifying logistics. The mountings were usually fitted in pairs and could not be compensated for rolling. Not considered to be as effective as Hedgehog, but did give those smaller ships an ahead-firing weapon. Mark 22 A Mousetrap projector similar to the Mark 20, but with eight rails, organized as four over four. Fired a pattern of about 80 yards wide (73 m) at a range of about 300 yards (274 m). 100 of these weapons were in service by November 1942. In addition to smaller craft, twelve Benson (DD-421) class and Gleaves (DD-423) class destroyers were each fitted with three of these projectors on the forecastle forward of the first 5"/38 (12.7 cm) mount. http://www.navweaps.com/Weapons/WAMUS_ASW.htm |
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