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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Seal
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Well, the US subs had two things that the Germans didn't: active sonar and ultrasonic sonar. Both were vitally important to making the US sub more deadly.
Sonar range is also incredibly dependent on local listening conditions. The same sonar good for 50 miles one day won't be good for 200 yards the next. I don't know if any direct comparisons between US and German WWII sonar capabilities exist, but I would predict no clear winner, with each better in some categories and worse in others.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#2 |
Frogman
![]() Join Date: Apr 2008
Posts: 308
Downloads: 71
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What I'm trying to get at is whether or not the 15000m max range applied to US hydrophones is at all accurate. Because conditions vary greatly due to surface weather etc., if 15000m is a starting point and then its degraded from there, I'm wondering if this is putting an overly heavy handed limitation on hydrophone detection range?
I guess the best question to ask is whether or not the game simulates hydrophone range degradation in poor weather conditions or not? |
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#3 |
Navy Seal
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Well it certainly does for enemy escorts. In TMO if you attack in daylight smooth water you're just serving them dinner. But if you have a nice rough surface it's amazing what you can do!
Since I do very little long-range sonar searching and rely on my radar and 9 knot speed to find targets much more efficiently, I can't really answer your question about sub sonar.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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