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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Planesman
![]() Join Date: Aug 2015
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For really unknown reasons since collision avoidance is used by many games in much more complex geometry than a simply ocean bottom
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#17 | ||
Planesman
![]() Join Date: Aug 2015
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I hope this game improve on this side otherwise this will easily become a game that will not hold me for too long. I don't know maybe cold war submarine era conflicts would result in something like this, if so then it is not for me, or this game simply does somethings greatly and others poorly breaking the overall result (for me). I wasn't expecting any station simulation from this game but i was expecting a fully simulated warfare which at first doesn't seem to do. |
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#18 | |
Swabbie
![]() Join Date: Jun 2017
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Interesting, does the enemy sub not have an idea as to how deep the floor is? If they do, I can't imagine staying away would be too difficult.... Also, I've had a few enemy subs (I think trying to evade my torpedos) dive way deep then sinking themselves, presumably from implosion... Is that a part of the whole "major issue staying away from terrain" thing? Either way, that's a real big shame.... vertical maneuvering is a huge part of evading torpedoes, without the ability to do that enemy submarines are sitting ducks unless they can outrun your torps |
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#19 |
Ace of the Deep
![]() Join Date: Jan 2006
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Sometimes, I think that too. However, I'm also careful in what I'm wishing for. If the enemy submarines actually start pulling off evasions with consistent skill, they'll become nearly unsinkable because precise timing is an area where a AI with the correct algorithm can easily beat a human on (especially since you are ONE and can only threaten them from basically one direction at a time). Then people would start thinking whether they can beat the game at all if they need to throw 10 torpedoes to sink one sub, and there are usually three of them.
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#20 | |
Watch
![]() Join Date: Dec 2009
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#21 | |
Ace of the Deep
![]() Join Date: Jan 2006
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And yes, obviously they have to work on the algorithm. Right now it is buggy. But the day when they get rid of the bugs might be the day when it suddenly becomes "too perfect". |
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#22 |
Captain
![]() Join Date: Oct 2004
Location: AZ & DC
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I found the .txt files in /streamingassets/default and modified the systems as they are being discussed here for better accuracy. Being new, I also gave my current favorite boat (688i) a boost in ability. As I get used to the keys and GUI I get less immediate death.
I did save the original copies of the .txt (sensors, vessels, aircraft, etc.) into the "Override" folder that I made. I think that is the intent...let me know if I am incorrect in my understanding. I am still having a little trouble controlling my torpedoes. I have made sure that my keypad is in Numlock mode, but still can't seem to control the torpedo like rising and dropping in depth, etc. Anyway, being able to modify the system parameters lets me play at my skill level. I have been watching all the YouTube videos, but no one says what key they are actually pressing. They probably should not really have to, though. Good luck! |
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#23 | |
Seasoned Skipper
![]() Join Date: Jul 2007
Location: The Icy North
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#24 |
Swabbie
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that's great news Julhelm, looking forward to it!
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#25 |
Electrician's Mate
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Here are some real world enhancements you could incorporate. These remarks are good for the 1980 to 1994 time frame.. Without getting into classification/security issues.
US boats need to be quieter. In real life, you could get really close with out being counter detected if your crew was good. Engine order telegraph has five standard speeds: 1/3rd - 5kts 2/3rds - 10kts Standard - 15kts Full - 21kts approx. Flank - as fast as you can go. There is also back 1/3, 2/3, full. I do not think incorporating these backing bells would add much to game play. In all but the quietest Soviets boats, you normally do not loose track at a 2/3rds bell (10 knots), sometimes even at a standard bell depending on the contact. US Submarine detection ranges on surface ships are too short. The Fire Control Systems and its operators can generate a solution on a surface ship quickly. You almost always have a ballpark figure for the target speed based on blade rate and sonar will report this. Towed array ranges are also too short, but I think that these are not utilized in the current version of the game. Periscope depth starts around 68ft, depending on sea state. The top of the sail skims the surface at 50ft. This is a BIG error: US Submarines can launch a torpedo at ANY speed. Torpedo guidance wires are not a fragile as in the game. You can keep your wires at higher speeds. If your wire is good, once a torpedo detects a contact or starts homing, it reports back contact range, course and speed as referenced from ownship. Thats not all but it is enough for a game simulation. I posted this in another thread but I'll reiterate: 688's come in four (4) flights. 688-699 - Flt 1 (all first flights were upgraded to flt2's in their first major yard period) 700-718 - Flt 2 719-750 - Flt 3 (The first VLS boats) 751-773 - Flt 4 (also know as 688I's.) No fairwater planes. Bow plane incorporated. FireControl and Sonar upgraded to BSY-1. An upgrade from BQQ-5. Incorporated a 6" countermeasure launcher in addition to the standard 3" launcher. . . . |
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#26 | |||||||
Ace of the Deep
![]() Join Date: Jan 2006
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You are not the first person I see claiming both actual experience and that the American subs should have more acoustic advantage. Gameplay aside, having integrated testimonies from both the Soviet and Americans, the impression I get is that the Americans did have an acoustic advantage, and there are days and scenarios when they can indeed get very close. But overall they probably overestimated the degree of advantage they had - my post on this issue from 2011. Quote:
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#27 | |
Bosun
![]() Join Date: May 2007
Posts: 64
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-Jenrick |
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#28 | |
Ace of the Deep
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http://steamcommunity.com/app/541210...0934236744375/ It might be possible to reduce the effect with tricks and knowhow like you suggest, and in fact I suspect that's what happened because I'm quite sure the US tubes don't jam at over 11 knots like what the Soviets calculated. However, any area of low pressure through hydrodynamic would likely be relative - an attenuation of forces rather than an elimination. Given the fact the Soviets were willing to make a huge design compromise over this issue, I'll say for the moment the burden of proof is on the side claiming the "No Limitation" variant. |
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#29 |
Bosun
![]() Join Date: May 2007
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Well torpedo's are supported down their length via the lands of the torpedo tube. So it would only be the last few feet of the torpedo that would have any risk of wedging in the tube. I still would have a lot of doubts about a torpedo either wedging into the tube, or torquing against the tube enough that it damaged the doors and prevented the doors from closing after the torpedo left the tube. The door assembly has to be strong enough to handle the pressure at 500ft or more of depth.
If anything I'd figure the torpedo's would be designed to fail versus run the risk of taking a tube out of commission and possibly endangering the whole sub. Which considering most torpedoes can handle 30kts+ and again several hundred feet worth of water pressure, means it seems unlikely there's much of a risk. I'm not saying it couldn't ever happen, it just seems like a very low risk occurrence. Some quick back math shows at 33 kts a worst case of approximately 54 PSI on the torpedo on down to .2 PSI for the pressure on the torpedo. Depending on the surface area of the torpedo that's exposed to the flow of water. Neither of those numbers would seem to present an unsolvable engineering problem. I highly doubt there's going to be any published evidence supporting no max firing speed, as it's certainly a piece of information that I would consider of military value (if there is a max speed). As an aside a much bigger game play issue to me is the breaking of torpedo wires. I know for instance the MK48 is set to 10% chance, but I routinely can fire 4, at 5 kts level bubble and rudder, and have one wire survive launch. Even then it's rare for it to last anything close to the full run of the fish. I'm curious if there's something a bit off with the their probability generator or if I just have REALLY bad luck with torpedo wires. I even tried an experiment of setting the wire break chance to 1% with the same result. -Jenrick Last edited by jenrick; 06-22-17 at 03:30 AM. |
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#30 | |
Sonar Guy
![]() Join Date: Sep 2002
Location: Canada
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On the topic of hydrodynamics, what is really bugging me lately is the frequency that ships which eat a Mk 37 can speed off into the night at 24 knots. My non-expert understanding is that speeding around with a hole in the bottom would almost surely end up tearing up whatever bulkheads survived in the damaged area. The Mk 37 doesn't have a very big warhead, but I think its safe to say that if one of them meets a ship, he's going to be out of the fight for a bit while he focuses on his continued survival.
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