SUBSIM Radio Room Forums



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

Go Back   SUBSIM Radio Room Forums > Modern-Era Subsims > Dangerous Waters
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 06-17-06, 09:26 PM   #1
suBB
Chief
 
Join Date: Dec 2005
Posts: 326
Downloads: 5
Uploads: 0
Default

Quote:
Originally Posted by XabbaRus
there was the mention of how the sonar guys could hear the clanking of the chains.
sheeesh.. after reading that.. that sent shivers up my spine worse than raking fingernails across a chalk board.

Quote:
Originally Posted by XabbaRus
Now this would be an intermittent noise
Considering the chains as a transmission source, this reminds me of some stuff I worked on long ago along the lines of burst transmitter technology. I agree with the sound file, but I think it should be relative to seastate: higher seastate = more frequent transmissions, lower seastate – less frequent.

Quote:
Originally Posted by XabbaRus
How would this look on the BB screen?
Good question. On NB I would say that one would experience intermittent contacts due to the transmission type, of course, but on western BB I would imagine it would display random amplitudes(clanking) then nothing or very faint. Eastern BB would be something to monitor for based on NB signature bearing.

On LWAMI 3.02 – A friend of mine on a team dive told me he heard my sub running aground and it showed up on BB then of course went away, so let's imagine what his bb waterfall looked like registering the intermittent noise? Because of that I think it could be tested how it would show up on BB, and if favorable, somehow implement the same mechanism for chains?

Quote:
Originally Posted by XabbaRus
Would it be doable?
on a custom map.. most definitely as the designer can make a group of clanking.wav with varying amplitudes(soft to very loud) tied to multiple doctrines and scripts to check conditions for range between chains and sub/surface:

Off the top of my head:hmm::

As a platform approaches chains:

IF range <= MAX, start clanking_LOW.wav

IF MED < range < MAX = stop clanking_LOW.wav and run clanking_MED.wav,

IF MIN < range < MED = stop clanking_MED.wav and then run clanking_HIGH.wav.. etc

Depth charges would be a nice addition…

The main question I have still is about the BB signature, other than that, this can be done, I’d say…

Last edited by suBB; 06-17-06 at 09:28 PM.
suBB is offline   Reply With Quote
Old 06-17-06, 10:40 PM   #2
Deadeye313
Bosun
 
Join Date: Jan 2006
Posts: 61
Downloads: 0
Uploads: 0
Default

There's no point in depth charges anymore. Torpedoes are smart enough and cheap enough (compared to any sub) that there's no point in trying to get directly over a sub and drop depth charges.
__________________
Deadeye313 is offline   Reply With Quote
Old 06-18-06, 11:42 AM   #3
XabbaRus
Navy Seal
 
Join Date: Sep 2001
Posts: 5,330
Downloads: 5
Uploads: 0


Default

But real life units do carry them so in respect to realism it would be good.
__________________
XabbaRus is offline   Reply With Quote
Old 06-18-06, 03:11 PM   #4
Zerogreat
Electrician's Mate
 
Join Date: Aug 2003
Location: Czech Republic, Prague, coordinates are sumthin like 50,10 North 14,25 East, not much accurate
Posts: 132
Downloads: 0
Uploads: 0
Default

Thats strange, i would bet that in some subsim, SC or maybe 688(i) H/K the whale sound on waterfall broadband was not consistent, it was there just for a while, appearing and then slowly fading, making a trace on the waterfall looking like... this
Zerogreat is offline   Reply With Quote
Old 06-18-06, 04:14 PM   #5
LoBlo
Subsim Diehard
 
Join Date: May 2006
Location: Texas!
Posts: 971
Downloads: 78
Uploads: 3
Default

depth charges are in the game. Some of the Russian ASW aircraft use them. And I'm not sure how to model mine transients... but you could always give mines a faint passive sonar level if you really want to detect them. Perhaps givin the mine a surface positiion right above the maximum sub sonar depth will cause it to bob up and out of the water sometimes making it appear and dissapear in the sonar BB like a intermitant transient...:hmm:
__________________
"Seek not to offend or annoy... only to speak the truth"-a wise man
LoBlo is offline   Reply With Quote
Old 06-19-06, 12:57 AM   #6
Nexus7
Commander
 
Join Date: Jun 2004
Location: Switzerland
Posts: 469
Downloads: 2
Uploads: 0
Default

I would use the HF sonar anyway to mark the mines, and not acoustic emission. About depth charges, the problem could be the use of them to blind everyones's sonar, like it happens now with explosions
__________________
If you are going through hell... keep going (Winston Churchill)
Nexus7 is offline   Reply With Quote
Old 07-16-06, 06:27 AM   #7
Fish
Eternal Patrol
 
Join Date: Sep 2001
Location: Netherlands
Posts: 1,923
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by Zerogreat
Thats strange, i would bet that in some subsim, SC or maybe 688(i) H/K the whale sound on waterfall broadband was not consistent, it was there just for a while, appearing and then slowly fading, making a trace on the waterfall looking like... this
It still is, but when the whale stops howling the spike don't get away with the sound.
Fish is offline   Reply With Quote
Old 07-16-06, 04:57 PM   #8
The Bandit
Sonar Guy
 
Join Date: Sep 2002
Location: Canada
Posts: 395
Downloads: 39
Uploads: 1
Default

just an idea but maybe u could set a chain moored mine up like the pumpjet powered pleasure craft (The Yaught or the other one) that the BB line comes and goes intermittantly. just set it as a very weak BB line.
__________________
The Bandit is offline   Reply With Quote
Old 07-17-06, 07:19 PM   #9
SUBMAN1
Rear Admiral
 
Join Date: Apr 2005
Posts: 11,866
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by Fish
Quote:
Originally Posted by Zerogreat
Thats strange, i would bet that in some subsim, SC or maybe 688(i) H/K the whale sound on waterfall broadband was not consistent, it was there just for a while, appearing and then slowly fading, making a trace on the waterfall looking like... this
It still is, but when the whale stops howling the spike don't get away with the sound.
I have not heard the same whale songs or shrimp sounds as i heard in 688i. Where are they?

-S
__________________
SUBMAN1 is offline   Reply With Quote
Old 07-18-06, 06:23 AM   #10
Fish
Eternal Patrol
 
Join Date: Sep 2001
Location: Netherlands
Posts: 1,923
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by SUBMAN1
Quote:
Originally Posted by Fish
Quote:
Originally Posted by Zerogreat
Thats strange, i would bet that in some subsim, SC or maybe 688(i) H/K the whale sound on waterfall broadband was not consistent, it was there just for a while, appearing and then slowly fading, making a trace on the waterfall looking like... this
It still is, but when the whale stops howling the spike don't get away with the sound.
I have not heard the same whale songs or shrimp sounds as i heard in 688i. Where are they?

-S
Mission Editor>Add>Environmental objects.
Fish is offline   Reply With Quote
Old 07-16-06, 05:48 AM   #11
jason taylor
Loader
 
Join Date: Jul 2006
Posts: 84
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by Deadeye313
There's no point in depth charges anymore. Torpedoes are smart enough and cheap enough (compared to any sub) that there's no point in trying to get directly over a sub and drop depth charges.
---------------------------------------------------------------------
Actually several times during the Cold War an intruding recon sub had depth charges dropped on it to tell it that it had been caught-submarine "shot across the bow".
jason taylor is offline   Reply With Quote
Old 07-18-06, 08:40 PM   #12
jason taylor
Loader
 
Join Date: Jul 2006
Posts: 84
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by jason taylor
Quote:
Originally Posted by Deadeye313
There's no point in depth charges anymore. Torpedoes are smart enough and cheap enough (compared to any sub) that there's no point in trying to get directly over a sub and drop depth charges.
---------------------------------------------------------------------
Actually several times during the Cold War an intruding recon sub had depth charges dropped on it to tell it that it had been caught-submarine "shot across the bow".
________________________________________
Rear Admiral J R Hill,RN, author of "antisubmarine warfare" thinks that the depth charge may actually have been underestimated.

His argument is twofold:

1. torpedos have a notorious history of bugs, depth charges are simpler

2. depth charges can keep a submarine hiding. The nature of a submarine is offensive-if it never attacks it might as well be sunk. the nature of a convoy is defensive-if it is not attacked it has succeeded

Obviously it is no longer a primary weapon. But it can still bust light bulbs and spill the captains coffee on his lap. After awhile the enemy will run out of light bulbs and coffee and all his captains will have scalded knees and ruined trousers. More seriously it scrambles his sonar and the sonarmans ears which are perhaps more important and less easy to repair.
Whether Admiral Hill is right or not I don't know-it was speculation on his part in any case. It is not able that that is the opinion of at least one respected officer. However it may turn out that the demands of a long war are to much for the production of modern weapons and more primative methods will have to be used.
jason taylor is offline   Reply With Quote
Old 07-19-06, 06:12 AM   #13
SeaQueen
Naval Royalty
 
Join Date: Jun 2005
Location: Washington, DC
Posts: 1,185
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by jason taylor
Rear Admiral J R Hill,RN, author of "antisubmarine warfare" thinks that the depth charge may actually have been underestimated.

His argument is twofold..
I'm not sure I buy his argument. Modern submarines are terribly hardened against underwater shocks in an effort to reduce their vulnerability to influence mines and nearby nuclear explosions. That has the side benefit to making depth charges less effective.

I think the real thing that killed the depth charge was the nuclear powered submarine. Hold down tactics like he described don't matter, and the sub's speed means that the AOU surrounding any datum that you're depth charging expands so quickly that your probability of kill falls off too quickly. Depth charging tactics depend on laying a 3D pattern of explosions in an expanding volume of water. If the volume of water expands too quickly, it becomes exceptionally unlikely that a depth charge would hurt anything.
SeaQueen is offline   Reply With Quote
Old 07-19-06, 08:55 AM   #14
Linton
Sea Lord
 
Join Date: Dec 2003
Posts: 1,898
Downloads: 0
Uploads: 0
Default

The problem with a depth charge is that the thrower is close to it when it goes off-not very nice if you use a nuke one!i was recently reading a book about ww2 asw and it compared how much explosive was needed to sink/damage a submarine.Towards the end of the war the allies were using ahead throwing weapons rather than depth charges.I think the statistics showed it needed ten times less explosive to damage a submarine using this type of weapon.(I will dig the book out later and get you all the exact figures)
Linton is offline   Reply With Quote
Old 07-19-06, 03:10 PM   #15
jason taylor
Loader
 
Join Date: Jul 2006
Posts: 84
Downloads: 0
Uploads: 0
Default

Another possibility is to use depth charges to clear mines-they can at least do that. There are a lot of them still around and if there is a war it would be a shame to let them go to waste.
Or they can be used as mines themselves just by giving them an anchoring device(free-floaters are considered dirty pool because they get into neutral traffic-though depth charges are made to sink anyway) and changing the fuse.
jason taylor 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 05:09 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.