![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
View Poll Results: Should I change the playable nuke speeds? | |||
Yes, with the speeds you suggested |
![]() ![]() ![]() ![]() |
12 | 60.00% |
Yes, but with different speeds (please specify) |
![]() ![]() ![]() ![]() |
0 | 0% |
No. |
![]() ![]() ![]() ![]() |
8 | 40.00% |
Voters: 20. You may not vote on this poll |
![]() |
|
Thread Tools | Display Modes |
![]() |
#16 | ||||
Sonar Guy
![]() Join Date: Nov 2002
Location: Poland
Posts: 398
Downloads: 0
Uploads: 0
|
![]() Quote:
Quote:
Quote:
Quote:
But I'm afraid we can't simply put correct values into database (even that they would be only little less than now from 492m --> 450m). Because if we put correct crush depth into DB, then not much changes - just like now every 688 in game would be runing 10m above crush depth... in game you are sure that nothing wrong will happen. In real life I suppose no one sane captain would dive even CLOSE to his boat's crush depth even if running for life... at this depth sub is supposed to collapse, so even 10% less would be very, very dangerous, probably more dangerous than torpedo that is chasing him. I don't think (personally) that anyone would exceed 400m in RL with 300m test and 450m crush depths - even in worst situation . But we can't also set 300m into db as crush depth - in RL subs can go deeper if needed, just not all the way to crush depth. Maybe we should assume some % of crush depth that in RL would be maximum used, and set it in DB - for 688i it would I think be not less than 350 (1150ft) but not more than 400m (1312ft). And rework all sub's depths with this scheme. Currently crush depths are: 492m for 688s (1614ft) 656m for Seawolf (2150ft) 569m for Akulas (1866ft) |
||||
![]() |
![]() |
![]() |
#17 | |
XO
![]() Join Date: Feb 2006
Posts: 435
Downloads: 5
Uploads: 0
|
![]() Quote:
We used to have discissions about it all the time in the division and with other divisions on the boat. Little "What if's" in the corners of the boat while tossing cards around. We even joked about it. It ended with 'the shipyard can fix it if we are still around to get it there.' Added: One thing here that probably irks us real bubbleheads is that there are operating limits and absolute limits on submarines. The game deals in absolutes while we think in terms of the operational limits that were imposed on us. You have a safe range of speed and depth that work inside of. Outside of this range you are getting into dangerous areas. Too fast and too deep mean you hit your crush depth before you can recover from flooding etc etc. Crush depth is an UNKNOWN thing till you find it the hard way. I think the game does a good job in balancing the the various classes but what needs to be done is something on the same order. I realize that is can not be done my a mod probably. What you do is make variable ABSOLUTE limits and impose operational limits. That way a player has an envelope to play in but then makes a choice to operate outside those limits and risk breaking things or crush. Put down that a 688i has a safe operating max depth of 800 feet (otherwise known as test depth). Crush depth is something deeper than 1200 feet but put a variable on it. It might actually be 1141 for that ship. Maybe the welders had a good day and on another ship of the same class crush depth is 1487 feet. Make it random each time you dive for each ship. That way you can not guess how deep you can REALLY go. Why did I bring this up?? With all the discussions of changing speed someone asked what does a knot or 2 matter? It can literally be the difference between life and death. Remember back when I started posting I said something about how FAST a bell is answered. That normally the throttleman will NOT cavitate unless ordered but when told to GO, he answered it quickly and without hesitation. When torpedo's are in the water speed IS life. You will get told to stand on the power and the boat will speed up REALLY quickly. Speed gets you out of the detection cone of the weapon. Speed gets you clear of the datum and tosses his solution out the window. Speed makes the boat more manuverable. Speed is more imporant than depth in a lot of ways when weapons are in the water. Last edited by Bubblehead Nuke; 06-07-06 at 12:03 AM. |
|
![]() |
![]() |
![]() |
#18 | ||||
Ace of the Deep
![]() Join Date: Jan 2006
Posts: 1,140
Downloads: 5
Uploads: 0
|
![]() Quote:
Quote:
And I entirely agree with this general concept, except: 1) Does the mentioned difference (from the sources) take account the Display Influence? 2) "-8" (or =TB-16, 2Nrd less sensitive vs new TB-23) is more than fair for the Improved Akulas, which are rough contemporaries of the 688I and in accordance to the 1/3rd as sensitive guide. But not the Akula-IIs, which are roughly contemporary with SW. Assuming this +2Nrd sonar lag holds, the Pelamida II should have a sensitivity of closer to -10 to compare with the SW's -12 (or was it -14?) - take the higher washout of US arrays into account as well... Quote:
Quote:
Fine calibration between that and crush (estimated at about 1970-2160 feet) to aim for a 50% chance, with the condition that Never Exceed Depth should be perfectly safe. For those without Never Exceed Listed, I suggest starting out halfway and then calibrating within the gap between test (300m for LA) and crush (450m) so that at the real crush, we get roughly a 50% chance of death as possible. Last edited by Kazuaki Shimazaki II; 06-07-06 at 01:02 AM. |
||||
![]() |
![]() |
![]() |
#19 | ||
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
|
![]() Quote:
I like the figures Amizaur listed. Quote:
David PS Keep in mind, if you are worried about play balance, you have to keep in mind that this is in the context of LWAMI4, in which the torpedoes are by far going to be the biggest balancing factor. Interestingly, the strength of the ADCAP over the UGST (the gap between the torpedoes is much wider in LWAMI4) will help the 688i considerably, while the overall changes to the torpedoes such as "basic" torpedo physics and wirelength limits will help tone down the power of the SeaWolf. All in all, I think the game will be even more balanced once these changes are all implimented. PPS And for the record, this should be LWAMI Poll #12. :-P
__________________
LW ![]() ![]() Last edited by LuftWolf; 06-07-06 at 04:09 AM. |
||
![]() |
![]() |
![]() |
#20 |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
|
![]()
In terms of depth, the way the game works now is that it chooses at random an actual crush depth that is somewhere below the given crush depth. Every little bit you go below increases the risk of implosion.
__________________
![]() |
![]() |
![]() |
![]() |
#21 |
Captain
![]() Join Date: Sep 2005
Posts: 518
Downloads: 0
Uploads: 0
|
![]()
Hey look! Numbers pulled outof thin air and toted as realism! Whooptie do.
|
![]() |
![]() |
![]() |
#22 | |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
|
![]() Quote:
2) So you've got better data? 3) The tools are all publicly available, so you should make your own mod, since you feel strongly about it. That's what I did, and now seven months later, there is still a lot I want to change. 4) Please stop spamming my threads. Thanks.
__________________
LW ![]() ![]() |
|
![]() |
![]() |
![]() |
#23 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
|
![]()
Ok, so for the full-torpedo mod playtest, the submarine speeds will be set as follows:
688/688i - 32kts Akula I - 33kts Akula ImpI/II 35kts SeaWolf - 37kts ( I really do believe that this submarine is probably this fast... but there is really 0% chance of knowing this for sure... I've heard everything from 35kts to 47kts... but some speeds would "break the game"...) Just for reference SCX had the speeds set at: 688 - 32kts 688i - 33kts Akula I - 33kts Akula ImpI/II 35kts SeaWolf - 35kts
__________________
LW ![]() ![]() Last edited by LuftWolf; 06-07-06 at 08:43 AM. |
![]() |
![]() |
![]() |
#24 | |
Captain
![]() Join Date: Sep 2005
Posts: 518
Downloads: 0
Uploads: 0
|
![]() Quote:
![]() ![]() ![]() ![]() Last edited by Deathblow; 06-07-06 at 10:47 AM. |
|
![]() |
![]() |
![]() |
#25 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
|
![]()
Well, the ranges for all the submarines are about 28-35 for 688i, 28-35 for the Akula, and 35-47 for the SW.
Anyone could reasonably justify setting the speeds for the subs anywhere in here. Now, it just so happens that one can reasonably project for the 688 from the previous US classes, and also one can suspect that the 688i is no faster than the 688, based on the specific improvements known to be done to that class. My estimates, and about 75% of the opinions I have read, place the 688i speed at 31-32 kts. For the Akula, the generally reported speed for the original Akula is 33kts. In regards to the Akula ImpI/II, there is a lot of dispute over just what the difference between ImpI and II is exactly, but the best sources place the speed of the Akula II at about 35kts. However, since the sources also show that the ImpI and II have more in common than the I and ImpI, it stands to reason that the reactor and major drive elements are shared more or less the same between Imp I and II, with the differences mainly being in the transmission and active sound reduction systems. For the SeaWolf, that really is anyone's guess... There is no single source that one can point to most of the time and say that this value should be used over another, but rather a process or sorting through the data and deciding on what would work best in game. And since I'm the one currently doing the work, I get to make those calls. It's a bitch, but someone has to do it.
__________________
LW ![]() ![]() |
![]() |
![]() |
![]() |
#26 | |||
Sonar Guy
![]() Join Date: Nov 2002
Location: Poland
Posts: 398
Downloads: 0
Uploads: 0
|
![]() Quote:
Something like diving a fighter plane below ground level to avoid a missile... or better, to dive a fighter plane, in a fog, to or below 0ft altitude to avoid a missile... P.S. After reading the add on I see that actually we agree in general ![]() Quote:
There is IIRC 150% safe margin in US designs between operational (test?) depth and crush depth... Or was it 175% ? I remember german standards are 200% of operational depth. Quote:
![]() Last edited by Amizaur; 06-07-06 at 04:33 PM. |
|||
![]() |
![]() |
![]() |
#27 | |||||
Sonar Guy
![]() Join Date: Nov 2002
Location: Poland
Posts: 398
Downloads: 0
Uploads: 0
|
![]() Quote:
Quote:
![]() Quote:
Quote:
Very small, very light (that's why they used it instead of great APR family - oh yes, APRs ARE fast, but too heavy for that system... but APRs could be raplacement for Stallion torps). From the link you gave, do you thought about 400 mm (15.75") APSET-95 torp ? Come on, 30.000m of range for 400mm torp ? It's very questionable one, probably two different torpedos are mixed here, the name from one and specs (guessed) from another... Quote:
![]() ![]() ![]() ![]() |
|||||
![]() |
![]() |
![]() |
#28 |
Navy Seal
![]() |
![]()
I'd go with SCX speeds.
Henson, Russian subs use PWRs the Alfa was the only operational Liquid Metal reactor sub. |
![]() |
![]() |
![]() |
#29 | ||
Sonar Guy
![]() Join Date: Nov 2002
Location: Poland
Posts: 398
Downloads: 0
Uploads: 0
|
![]() Quote:
If you call it "from the air"... well, would you call a data take from a webpage or a book (even if it's clearly absurd value) better and more realistic ? Becaue it's "official" ? Quote:
Last edited by Amizaur; 06-07-06 at 04:32 PM. |
||
![]() |
![]() |
![]() |
#30 | |
Planesman
![]() Join Date: Feb 2006
Posts: 185
Downloads: 13
Uploads: 0
|
![]() Quote:
And it makes sense. I got the info off a public interview by some old soviet bubblehead. |
|
![]() |
![]() |
![]() |
|
|