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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Electrician's Mate
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I have modified MANY variables in the game. From own ship, various targets, weapon performance and sonar buoy/dipping sonar performance.
When I do not want to play the campaign, I have created two standalone scenarios. One is with a 12 to 15 ship SAG with SSN support. Having SSN support so close to the SAG (AI limitations) is not realistic but it is fun. It may take you two hours to play. The other is a very unrealistic submarine Wolfpack scenario.. 8-10 submarines. This scenario may become much harder with V1.06b. I am not sure if some of my offline recommendations on Russian return fire have been implemented. Although, V1.06b will make some things much easier since torpedoes do not home in on sunken vessels.. |
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#17 | ||
Lieutenant
![]() Join Date: Oct 2007
Location: Sisak, Croatia
Posts: 265
Downloads: 119
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On end I asked one engineer who work in engine room of one big container ship about this and he told me this, "If the ship were to try and turn as fast as possible at full speed (say another ship was stranded in her path) this would cause significant bending forces on the ships hull which can lead to permanent deformation and damage to the hull and sub structure". Quote:
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#18 |
A-ganger
![]() Join Date: May 2009
Location: Hooper, UT
Posts: 80
Downloads: 89
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Bubblehead notes that snap rolling was seen on 688's, and he's correct... right up until they were all back-fit with dihedrals... a pair of additional 'rudder-like' appendages on the 45 degree angles between the stern planes and the lower rudder. At this point, as far as I'm aware, no '88 I-flights experience this, nor do the SEAWOLF or VIRGINIA classes.
OHIO's don't either, but that's more a function of their size and top speed than anything else. Had a skipper on the ALABAMA who spent the entirety of his first patrol trying to get it to happen - lots of good high-speed operations training ensued, but no snap-rolls. We were kinda bummed about that.
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STS1(SS) USN (Ret) : 1997 - 2017 USS MICHIGAN (SSBN-727 BLUE) USS MONTPELIER (SSN-765) IMF PACNORWEST USS ALASKA (SSBN-732 GOLD) USS ALABAMA (SSBN-731 GOLD) NAVAL OCEAN PROCESSING FACILITY, WHIDBEY ISLAND USS TENNESSEE (SSBN-734 GOLD) Last edited by Shadriss; 08-02-17 at 02:15 PM. |
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#19 | |
Samurai Navy
![]() Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
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Always wondered what those were for. They relocated the countermeasure launchers to the dihedrals, too, didn't they? |
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#20 |
A-ganger
![]() Join Date: May 2009
Location: Hooper, UT
Posts: 80
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On some platforms (but not all), they have been added, but the original launchers are still in their original locations. IIRC, there are now some non-reloadable (obviously) 6-Inch CMs out there.
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STS1(SS) USN (Ret) : 1997 - 2017 USS MICHIGAN (SSBN-727 BLUE) USS MONTPELIER (SSN-765) IMF PACNORWEST USS ALASKA (SSBN-732 GOLD) USS ALABAMA (SSBN-731 GOLD) NAVAL OCEAN PROCESSING FACILITY, WHIDBEY ISLAND USS TENNESSEE (SSBN-734 GOLD) |
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#21 |
Sailor man
![]() Join Date: Jun 2017
Posts: 47
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I created a spreadsheet to estimate sub speeds among other things.
If we assume that turn rate is inversely proportional to length, and if we use the skipjack as a baseline, we get turnrate = 231/Length. https://docs.google.com/spreadsheets...vBU/edit#gid=2 |
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#22 |
Samurai Navy
![]() Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
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Wow, nice! Where did the streamlining data come from?
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#23 |
Sailor man
![]() Join Date: Jun 2017
Posts: 47
Downloads: 14
Uploads: 0
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