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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ocean Warrior
![]() Join Date: Dec 2007
Location: Between test depth and periscope depth
Posts: 3,021
Downloads: 175
Uploads: 16
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I can't find anything that says that the Mk 16 was wakeless. Looking at what information there is about it out there, I'd expect it to have a wake.
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USS Kentucky SSBN 737 (G) Comms Div 2003-2006 Qualified 19 November 03 Yes I was really on a submarine. |
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#2 |
Navy Seal
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#3 |
Rear Admiral
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Actually it had a wake, but could barely be seen....so semi wakeless. It left a small wake from alcohol exhaust, but hardly detected, except in calm waters.
I just pulled up a lot of info on it long ago. Maybe someone knows some factors to tone the wake, but seems like you only had two choices...wake and wakeless, not in between...but whadda I know. |
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#4 |
Torpedoman
![]() Join Date: May 2008
Location: San Francisco
Posts: 112
Downloads: 216
Uploads: 0
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After loading up the wakeless Mk16 mod I ran a couple of attacks and thought it pretty effective. I had to go to the office in DC for a spell and leave SHIV 3k miles behind.
I fired it up a couple of nights ago and found myself in, what I thought at the time, a great position to exploit the Mk16's wakelessness (that a word?). I let four go at 3500yds, in mild (not calm) seas, at 0130 hrs (light clouds, not quite moonless). At 1500yds out the convoy went into a Chinese Fire Drill... ![]() |
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#5 |
Stowaway
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i think wakeless was being confused with no bubbles, all torps ran deep enough to be wakeless but bubble trails were very visable if the watch lookouts were paying attention
anyway as to the detection, it might be a sound detection issue unrelated to what you do with visuals ![]() |
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#6 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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keltos |
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#7 | |
Stowaway
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im not looking into anything, i have no time to do the things i HAVE TO do ![]() but for what its worth heres what i know: in doing my manuvering fix i found a side effect of reducing the ships engine horsepower was it also reduced the sonar sound it produced. this was enough of an effect that vickers03 had to create a different way for linking the sonar sound so the ships wouldnt be sonar silent until you were on top of them. soooo . . . i figure there is a really good chance that you can reduce any torpedos sonar detection ability just by lowering the torpedo "engine" horsepower which in turns reduces the sound it makes ![]() as for the how to make less visible bubble trails: i suggest you open capt cox's brighter torp wakes mod (its just one tga file) and see what he did to the image to make it more visible and naturally you do the opposite for less visible or simply delete/erase the image so its blank for no trail at all. they all share the same file for that (as does most things in the game) so i was thinking if you created a new image file and change the linkage to open the new file instead of the shared one then i think you can set it to use a barely visible bubble trail but keep in mind the game sometimes "sees" things that to us arent that visible and i dont think anyone has ever fully solved the way the game sees and/or hears torps note: lukeFF had told me that the brighter torp wake mod did increase torp detection |
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