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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Eternal Patrol
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I saw a book at the library a few months ago about the history of submarines. For US subs the author took it for granted that the maximum depth was twice the test depth, not 1.5 times. On the other hand he provided no reference for that statement. I'll try to remember to get it out and post the title and author.
For SH3 I think it was TimeTraveller who made the wonderful crush depth randomizer mod. You would type in the crush depth (which he provided) and it would randomize it to be as much as 20% more and as much as 10% less that the listed depth, so you never really knew for sure. Something like that for SH4 would be nice.
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#2 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
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I've seen figures of 900 ft for Balao someplace. Not that they ever went that deep on purpose.
There are two issues. There is the depth at which even the toughest skipper would have started sweating bullets, and there is the depth at which the sub would actually fail. The problem in the game is that we have too much information. Assuming the hull % is gone, then by messing a little with the total hitpoints, at least having any damage at all can randomize the crush depth and keep players honest ![]() I suppose you could set it closer to what we know might be the real depth for a crush---possibly over 1000ft for a Balao. Then we add a new campaign layer. Random_crush.mis. The contents? A pacific-wide minefield with mines scattered from 600 to 1200 feet deep ![]() There be dragons! tater |
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#3 |
Rear Admiral
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I dont see myself setting crush depth past 600 feet for a baloa honestly. Maybe a touch past that. Im still miffed at the depth gauge.
It just occured to me last night as i went to bed, that the value range for the depth gauge, is probably being defined when you say "metric" or "imperial" measurement in the game options. As a last experiment i removed all of the variables the defined the range of motion for the depth gauge, and it still works like it did before. Then there was this little "code" comment next to it that i was hoping meant that the metric/english conversion was done in code, not the range of motion for the depth gauge. Its probably both. So i think were stuck with a 450 depth gauge. I hate thise for two reasons. 1.) The only way to go past that 450 ft mark is to use the D key for "dive planes set for normal dive" 2.) It makes impossible to use the saftey depth needle. I like that function because it levels the boat off at its saftey depth. In an ideal world, i was picturing a 600 ft depth gauge where the red need stopped at 400 ft for a baloa, and then you could manually target which depth you wanted to go at from there, up to 600 or so feet. Shame the world isn't an ideal place. edit: I could always use the huge mongo depth gauge, but its really silly. heres what it would look like 0 ft |---------------------------------600 ft----------------------------1270 ft| Of course then the numbers would be rammed so close together, you'd need a magnfiying glass to look at the tick marks. In addition the crush depth red needle indicator, would still be stuck at its previous position, and would not be in scale with this gaugue. |
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#4 | |
Torpedoman
![]() Join Date: Mar 2006
Location: Arizona
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![]() Quote:
http://en.wikipedia.org/wiki/Balao_class_submarine you should also check the links given in the text for Test Depth. Last edited by wovik; 12-22-07 at 02:01 PM. |
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#5 |
Silent Hunter
![]() Join Date: Apr 2007
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Tater - please dont do a pacific wide minefield! I hate to see what that would do to my framerates!!!! :rotfl:
As for using the "Huge Mongo" depth guage - cant someone just make one that doesnt go to 1200+ and just edit it so maybe its 0------------325------------750? I admit - doing such things it out of my realm of knowledge, but couldnt the guage just be changed, or does the game have to be linked to the guage to make it work right? I am perfectly comfortable with the 1.5 crush depth - although one never knew. Even now the Virginia's are finding weld issues (the 3 Seawolf's had the same problems) - so the best would be a randomization - but thats not really doable with what we have right now as I understand it. 1.5 is a good starting place!
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#6 |
Ace of the Deep
![]() Join Date: Jul 2007
Location: The details of my life are quite inconsequential
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Submarine crush depths were influenced by what shipyard built the sub. Electric Boat made good boats and Cramp boats were a little iffy--not generally popular boats to serve on. The best for depth were probably built at Manitowoc because they used a unique (at the time) method of welding the pressure hull. They rotated the hull while welding which allowed the welders to always weld down. This created better uniform strength.
Deepest dives I know of (by class): Old S = ~280 feet (not sustained--they brought it back up ASAP). P Class: Pollock went to 500 feet in an out of control dive (bow estimated depth was 550 feet). Again--they didn't stay down there... Salmon/Sargo: Don't remember the deepest depth I've read on these. Easily 350 though. Gato: The Puffer went through a sustained (~31 hours) depth charge attack and they remained at 500 feet for much of the time. The Puffer was a Manitowoc boat. Balao: Tang went to 700 feet. It wasn't on purpose and they brought it back up. But O'Kane typically took it to 500 feet. After the war many subs were used as targets. I have heard and read that some of the Balaos went well past 800 feet before the final implosion of the pressure hull. None-the-less, I would bet that there was a lot of leaks and blown fittings before getting that deep. What I'd like to see is a formula for SH4 sub crush depths that puts in a random variable: CrushDepth = TestDepth * 1.3 + X. X = 0 to .5 of the classes test depth. Not knowing exactly how deep I can go would certainly influence my decision making :hmm:. I've never figured out how to do it though.
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If your target has a 30 degree AOB, the range from his base course line equals the current range divided by 2. |
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#7 |
Ace of the Deep
![]() Join Date: Jul 2007
Location: The details of my life are quite inconsequential
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Brainstorming :hmm:
Would it be possible to: 1. Create 5 hull (crush depths) for a sub class 2. Place the congiguration in the eqp file much like a plane does for its weapon loadout? It can then choose one at random. Not sure if that would work but I imagine someone here would know.
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If your target has a 30 degree AOB, the range from his base course line equals the current range divided by 2. |
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#8 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
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Alternately, it would be possible (assuming the players don't go cheating and reading the files) to BP-clone each sub at least once and make them differ very slightly, including crush depth.
tater |
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