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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#286 |
Soundman
![]() Join Date: Sep 2006
Location: Lille, France
Posts: 146
Downloads: 183
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We have the file you are looking for stored in our site download section in France, how can I send it to you?
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#287 | |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
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EDIT: Wait, no. I did think of that before. The problem is that the decision to engage is based on the DB range, so if it's unlimited, they'll shoot at things that are out of range according to the doctrine runout calculation.
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![]() Last edited by Molon Labe; 10-10-10 at 11:14 AM. |
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#288 | |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
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I hope to start working soon! ![]()
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LW ![]() ![]() |
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#289 |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
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Okay.
I've created an experimental DB with all of the 50 hz profiles reassigned based on the conventions in the earlier post. I've made a few changes and additions to those since I first posted (edited). Also, I shifted the freqs up 5hz per additional shaft, up to a maximum of 10hz to prevent overlap. I also shifted down 5hz for a shrouded prop or pumpjet. The way its set up, the 2nd and 3rd freq lines will tell you three facts: type of propulsion, # of shafts, and approximate size. I just ran a test classification to see how the two DBs are different in-sim. Here are the results of a run with a single ship being classified with 3 freq lines. Standard database: Filter class options: Alrosa, Han, Rubis, Daphne, Broadsword, Krivak-III, Jiangwei, Jianghu I, Jianghu (EG), Meko 140, A-69, Halifax, Yarrow, TR-1700, Kilo (CN), Kilo (IR), Kilo Improved (RU), Kilo Improved (CN), Kilo (IN), Romeo, Yuan, Shang, TB-11, Jiangkai II, Jiangkai I, Jiangwei II, Rubis, Soryu, Doorman, Tir, Jianghu III, Jianghu V Note that this list includes Frigates, Corvettes, Patrol Craft, Nuclear Subs, and D/E subs. As far as the filter goes, it can be anything. Using the sonar profiles document, I can reduce the possibilities from about 30 to 20 (which eliminates the patrol craft). Using DEMON, I can further reduce this to 8 and can tell that I'm looking at a frigate (the subs have higher blade counts). So after studying the data for a few minutes, I know its one of 8 frigates. I suppose my next step would be to start looking them up in the USNI database to see what sort of ASW weapons it has, if it has SAMs, if it has a towed array, and anything else tactically relevant. 8 times. Experimental Database: Without using the filter, I know these facts: 1. I'm looking at a Diesel powered craft, 2. with two shafts, 3. displacing about 2,000 tons--the size of a small frigate. I know this immediately just by "listening" to the contact in narrowband. Filter class options: Jiangwei, Yarrow, Kasturi, Jiangwei II. Using the sonar profiles sheet, I can tell it's one of the Jiangweis. (DEMON is no help as all 4 FFs have the same blade count). I only have to look up two ships in USNI to know the contact's potential threat level, and I got to that point much more quickly. Personally, I like the experimental DB right now not only because of the much more effective narrowband filter, but because it's "Jonsey-er." By which I mean your sonar guy can immediately "tell the captain" useful classification information at the time of the contact report. "Conn, sonar, new surface contact, twin-shaft gas turbine vessel in the 7-8,000 ton range." Being able to learn to recognize the meaning of the signature, I think, adds something to the sim that we don't have right now with more or less random signatures. And with that, the floor is open for comments. ![]()
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#290 |
Admiral
![]() Join Date: Apr 2005
Posts: 2,320
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This looks like a big improvement. Good thinking ML.
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#291 |
XO
![]() Join Date: Mar 2002
Location: Spain
Posts: 431
Downloads: 22
Uploads: 1
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I like that a lot!
I gives the possibility of longer missions, relying more work to the AI. ![]()
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Hay dos tipos de buques: los submarinos... y los blancos. There are two types of ships: the subs... and the targets. |
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#292 |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
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One more thing... While I was at it, at TLAM's request, I've added 60hz versions of fishing craft and 50 hz versions of merchants. Just to make life slightly more difficult (and more realistic).
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#293 |
A-ganger
![]() Join Date: Apr 2007
Location: Virginia, USA
Posts: 79
Downloads: 58
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Still requesting the Russian Kilo be armed with the Klub series missiles. I just don't understand what the problem is with doing so. If it's the realism aspect, then the US subs shouldn't have Harpoons or TASM. Even if the Klubs were restricted to one hull, such as the Alrosa.
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#294 | |
Navy Seal
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Plus the US boats had those weapons at one time, as far as we know no Russian operated Kilo has been fitted with the Klub missiles as part of its standard weapons package. |
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#295 |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
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Believe it or not, the Russians have got into the habit of making weapons that their own military can't afford, and end up being offered only for export.
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#296 | |
A-ganger
![]() Join Date: Apr 2007
Location: Virginia, USA
Posts: 79
Downloads: 58
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*edit* Not sure if this is fixable or not; If I submerge the Kilo (Alrosa) to 17m and run at 10knts the snorkel breaks if I change to the external view.
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![]() Last edited by Reaper51; 10-21-10 at 01:00 AM. |
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#297 |
A-ganger
![]() Join Date: Apr 2007
Location: Virginia, USA
Posts: 79
Downloads: 58
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I've noticed something else, Negr's Russian instrument panels don't work with the Alrosa. Is there a way to get this to work, or am I stuck with English panels? I'd like to see his Kilo/Akula panels integrated into the next LwAmi version. Of course, it would be like the font mod or the Kilo optics mod and be enabled through JSGME.
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#298 | ||
Watch
![]() Join Date: Nov 2010
Location: Helsinki, Finland
Posts: 25
Downloads: 12
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I think my posts would be more appropriate under requests instead of previews. So lets continue.
Quote:
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The biggest difference is across the layer. I got many different results but basically the limit is around 7-12 nm. Below this you get a TIW, above this no TIW. These tests were done with a depth of about 2200ft using both SD and BL SSPs. BL always gave a TIW regardless of depths, basically because there is no layer. 688i's were used, firing mk48s. Most of the time a TIW came and the torp could be seen on the sonar. But there were some cases where the TIW came and nothing showed up on sonar. It seems that the setting for TIW is slightly more sensitive than sonar. Here's a few new questions: -Can I manually edit a fire to change the loadout on my helo for an FFG mission? If so which file? Sometimes I want 3 penguins if I am know my opponents do not have AA. -I've been planning a campaign in the middle east and I would like a few more units, mainly just different weapon load outs for current units (e.g. Iranian china cat's missle load out). Should I just upload my wish list when I'm done? ![]()
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Ruff ruff, Seamutt |
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#299 | |
Watch
![]() Join Date: Nov 2010
Location: Helsinki, Finland
Posts: 25
Downloads: 12
Uploads: 0
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Ruff ruff, Seamutt |
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#300 |
Watch
![]() Join Date: Nov 2010
Location: Helsinki, Finland
Posts: 25
Downloads: 12
Uploads: 0
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A week or so ago, I mentioned before about ping returns while using grams. I did some research and it seems that I get a visual return at a further range than an audio return.
This little test was done with the FFG dropping a DICASS shallow and then doing different maneuvers relative to the sonabuoy. Only the audio returns were of intrest to me. Findings: -For both stock DW and LWAMI, visual returns were before audio. -Stock DW (v1.04) audio returns start at a distance of 500 yrds and at less than 300 yrds there was an audio return for every ping. -LWAMI 3.10 - I needed to be about 50 yrds away to get an audio return These findings seem strange, almost wrong. Can anyone confirm them? But if they are true I think that in general the audio return should come before the visual shouldn't it? Visual gives you range and bearing while audio only gives you range. This seems realistic. What do you guys think? If I remember correctly active sonar SQS-56 on the FFG does just this. Returns audio at a longer range than visual on the screen. Great! I'm no longer a bilge rat. I'm moving on up ![]()
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Ruff ruff, Seamutt |
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