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Old 01-09-07, 07:58 AM   #1
BigBadVuk
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Quote:
Originally Posted by SUBMAN1

If you're impatient, set the depth even higher - like 50 feet or just before you surface, and then set it back down to 60 when you get close. Works for me.

-S

Nah.. I managed to wreck my TA a LOT of times that way if im going faster than 4-5knots
I know that it is totaly unrealistic for sub to start pitching like drunk man( even if all onboard are drunk :rotfl: ) but the question is WHY is that happening ? is that hardcoded or is there some workaround for that?
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Old 01-09-07, 09:18 AM   #2
sonar732
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Please note this 1.04 patch topic.
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Old 01-09-07, 11:07 AM   #3
SUBMAN1
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Quote:
Originally Posted by BigBadVuk
Quote:
Originally Posted by SUBMAN1

If you're impatient, set the depth even higher - like 50 feet or just before you surface, and then set it back down to 60 when you get close. Works for me.

-S
Nah.. I managed to wreck my TA a LOT of times that way if im going faster than 4-5knots
I know that it is totaly unrealistic for sub to start pitching like drunk man( even if all onboard are drunk :rotfl: ) but the question is WHY is that happening ? is that hardcoded or is there some workaround for that?
I've never broken a wire. Of course, I never go that fast near the surface since you are in the surface duct and everyone with a simple microphone can hear a speeding sub near the surface! Why are you going faster than 5 knots for like that anyway?

Anyway, our new patch is almost upon us, so the bobbing effect you describe (which has never happened to me personally) should be fixed.

-S
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Old 01-09-07, 01:28 PM   #4
Dr.Sid
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Yeah .. it's called 'drunken planesman' syndrome. It was introduces in 1.03 and it should be fixed in 1.04.

Akula at 5kts, big depth change from deep to shallow (like from under the layer to PD), almost 100% chance of cutting TA with 1.03. The mechanism is like this: sub surfaces .. bug makes it pitch down .. sub pitched down is slowed down by water flowing around it (correct) .. sub reaches speed 0 and then negative .. TA is cut off (simplistic, but correct).
The TA loss happens when sub reach negative speed. It is not caused by TA colliding with the propeller - such thing seems not to be detected.


If you want to avoid it, check your speed during ascend. When it gets under 3kts, put some more steam into engines .. don't worry about the noise. In DW both noise and cavitation are based on actual speed against ground, not on actual engine order or RPM (there is nothing like enine RPM even simulated).
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Old 01-09-07, 01:47 PM   #5
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Quote:
Originally Posted by Dr.Sid
Yeah .. it's called 'drunken planesman' syndrome. It was introduces in 1.03 and it should be fixed in 1.04.

Akula at 5kts, big depth change from deep to shallow (like from under the layer to PD), almost 100% chance of cutting TA with 1.03. The mechanism is like this: sub surfaces .. bug makes it pitch down .. sub pitched down is slowed down by water flowing around it (correct) .. sub reaches speed 0 and then negative .. TA is cut off (simplistic, but correct).
The TA loss happens when sub reach negative speed. It is not caused by TA colliding with the propeller - such thing seems not to be detected.


If you want to avoid it, check your speed during ascend. When it gets under 3kts, put some more steam into engines .. don't worry about the noise. In DW both noise and cavitation are based on actual speed against ground, not on actual engine order or RPM (there is nothing like enine RPM even simulated).
I haven't played much with the Akula - so maybe that explains it? I don't care much for the sonar system, though it makes things easier to pinpoint in direction mentally, once you get used to the AMerican waterfall, it is just so much easier to pick out quiet contacts!

-S

PS. I should point out too that I am partial to the Kilo too when playing Russian equipment! Something about taking on high tech equipment with low tech subs that intrigues me!
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Old 01-09-07, 03:04 PM   #6
Bubblehead Nuke
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Quote:
Originally Posted by Dr.Sid
In DW both noise and cavitation are based on actual speed against ground, not on actual engine order or RPM (there is nothing like enine RPM even simulated).
This is an issue that I wish we could patch. Noise levels are not linearly proportional to speed. There are actually breakpoints when the propulsion noises (in a nuke boat) increase. Under those breakpoints there is no real change of own ships noise for in increase in speed. You do have an affect on sensor performance but radiated ownships noise does not increase significantly. Thus speed is not about being quiet but your ability to hear the other guy and thus avoid counterdetection.
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Old 01-09-07, 04:38 PM   #7
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As for Russian vs. US sonar .. don't forget first contact is made with narrowband. And Russian narowband allows you to see more NB contacts at once ! Sure US waterfall is nice and at low-speed settings it is pretty sensitive, but it is hardly an advantage.
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Old 01-09-07, 05:07 PM   #8
XabbaRus
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What version are you using Bubblehead? That was an issue at the beginning that noise doesn't increase with speed but that was fixed. When you go faster you are noisier.
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Old 01-10-07, 02:04 AM   #9
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I am fully up to date. I am talking about the radiated noise vs ownships speed. Right now it is as you said, the faster you go the noisier you are. However, that is actually not true.

Being VERY careful how I word this now.....

Ownships noise does not increase in proportion to ships speed. Up to a certain point you can increase ships speed with little change in radiated noise levels. Once a certain speed is attained you have a marked increase in radiated ships noise. The only real detrimental affect speed has until that point is the effectiveness of ships sensors. As far as you being detected, going faster does not increase your chance of being detected, but DECREASES your abiltity to detect the OTHER guy.

I have talked about this in roundabout terms before. I am trying to explain it in generic terms that will not compromise operational boats. Please forgive me if this sounds dumbed down.
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