SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter III
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 08-31-13, 11:08 AM   #1
BigWalleye
Sea Lord
 
Join Date: Jul 2012
Location: On the Eye-lond, mon!
Posts: 1,987
Downloads: 465
Uploads: 0


Default

Don't know about the equipment part. O'Kane claims he bought a metronome in a music store in San Francisco, just for his sound man to use. Accounts I've read made it seem like it was widely used, but not doctrine.
BigWalleye is offline   Reply With Quote
Old 08-31-13, 03:32 PM   #2
sckallst
Bosun
 
Join Date: Jul 2008
Posts: 64
Downloads: 116
Uploads: 0
Default

Quote:
Originally Posted by BigWalleye View Post
Don't know about the equipment part. O'Kane claims he bought a metronome in a music store in San Francisco, just for his sound man to use. Accounts I've read made it seem like it was widely used, but not doctrine.
That's my impression as well. Lots of times things are done in the fleet in times of war that are not fully signed off on/developed by the doctrine guys in the shore establishment. The "what works" lessons often are fully implemented and bureaucratized until after the shooting is done.
sckallst is offline   Reply With Quote
Old 08-31-13, 03:41 PM   #3
Missing Name
Seasoned Skipper
 
Join Date: Oct 2010
Location: Westun New Yahk
Posts: 748
Downloads: 131
Uploads: 0
Default

It was mainly in the form of special filters to isolate all noise except for the high-frequency components of prop beats, making speed estimates easier and more accurate.
__________________
Largest target sunk with deck gun: Japanese auxiliary cruiser, 15000 tons
Largest engaged: HMS Nelson. Results inconclusive.



Read Brag's stuff
Missing Name is offline   Reply With Quote
Old 09-01-13, 06:13 AM   #4
Canovaro
Ace of the Deep
 
Join Date: Mar 2007
Location: Netherlands
Posts: 1,063
Downloads: 35
Uploads: 0
Default

Very interesting find!
Canovaro is offline   Reply With Quote
Old 09-01-13, 07:28 AM   #5
Subnuts
The Old Man
 
Subnuts's Avatar
 
Join Date: Feb 2005
Location: Connecticut
Posts: 1,658
Downloads: 14
Uploads: 0
Default

Yeah, but was it as easy as dividing the RPM by a fixed number for a particular ship type? I'm looking at the "Anatomy of the Ship" book for the Hood, and it lists some trials figures, including speed vs. RPM.

Speed/RPM
13.5/80
15.6/93
17.2/103
20.4/124
25.2/154
27.8/176
29.7/191
32.1/207

In this case, it's about 6 revolutions per knot throughout the whole speed range. However, I've also looked at trials data on older ships with direct, rather than, geared propulsion. Dreadnought's turns-per-knot seemed to vary from anywhere between 12 and 16. Also, the difference in RPMs between the outboard and inboard shafts could be as much as 100.

Of course, most of the warships you're liable to encounter in SH3 will have geared drive, and therefore, easier to calculate their speed by propeller rate alone. Still, there are plenty of merchant ships, and smaller combatants which didn't have geared drive, which would make their speed harder to calculate if the sim didn't use fixed turns-per-minute.
__________________
My Amazon.com reviews

Subnuts is offline   Reply With Quote
Old 09-01-13, 07:36 AM   #6
sublynx
Sea Lord
 
Join Date: Mar 2011
Location: In the conning tower of my VIIC scanning the sea through the periscope
Posts: 1,698
Downloads: 173
Uploads: 7
Default

Quote:
Originally Posted by Subnuts View Post
Yeah, but was it as easy as dividing the RPM by a fixed number for a particular ship type?
Incredible the amount of expertise in this forum Great info, thanks!


I also have a faint memory of reading some convoy reports some year ago that mentioned that the ships in the convoy changed their RPM's in an unpredictable pattern to confuse the enemy. Speed is also a factor that is dependent on sea state too. So it's not as simple as in the game, but it is something that could be used in giving a rough estimate.
sublynx is offline   Reply With Quote
Old 09-01-13, 11:40 AM   #7
BigWalleye
Sea Lord
 
Join Date: Jul 2012
Location: On the Eye-lond, mon!
Posts: 1,987
Downloads: 465
Uploads: 0


Default

Let's consider the Dreadnought data and apply them to a merchant with a top speed of 15 kts. Assume that the deviation is linear. That is,

5 kts = 12 RPM/kt
10 kts = 14 RPM/kt
15 kts = 16 RPM/kt

That's a spread of +/-15%. If we use the median 14 RPM/kt to calculate speed, based on what we hear in the hydrophones, we get

5 kt actual = 4.3 kt measured
7.5 kt actual = 7.0 kt measured
10 kt actual = 10 kt measured
12.5 kt actual = 13.4 kt measured
15 kt actual = 17.1 kt measured

Operationally, that's probably as good as the fixed-wire method or a three-minute range and bearing plot. Not perfect, it but could certainly be used to aim a spread of two or three torpedoes. And, if time and circumstances allow, it is always good practice to use several methods to develop a firing solution.

Conclusion: a 15% variance in RPM/kt over the speed range of a ship should be good enough to allow the use of RPM-based speed estimates in developing a firing solution.
BigWalleye is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 09:18 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.