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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
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It would be funny to see HOR boats with crappy engines (easy to damage, perhaps at least 1 of the 2 we have goes totally out if you look at it funny). I can see the patrol report threads: "I got assigned a #$@!$#@!%%#@$% HOR boat!"
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#32 | |
Ace of the Deep
![]() Join Date: Jul 2007
Location: The details of my life are quite inconsequential
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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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#33 | |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
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I still use the thermal layer Change aplication myself and there are times I have to hit 250 feet or better to get past it in the game. And other times of the year it is much higher 150 feet or even less. So unless the Hunters have the ability to pic us up past the thermals why set the subs to go deeper? And then if you are using the thermal layer aplication how do you determin what to set the Sonar pick up at to work well so that it changes? |
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#34 |
Grey Wolf
![]() Join Date: Sep 2007
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Luke and I started talking about this for RFB. Here's one thing- test depth is a conservative number too. They throw in a 20% margin for this number. This is why Balao's operated at 500ft with impunity and the Gato's went to 350 - 400 ft w/o any questions. Your normnal max operating depth should be in the range of 20-30% over test depth. NO ONE liked testing the crush depth rating, so it may be more realistic to use the max operating depth as the limiting number.
Maybe these wil help. They're from Wikipedia, but these were the correct definitions when I was in: Design depth is the arbitrary depth listed in the submarine's specifications. From it the designers calculate the thickness of the hull metal, the boat's displacement, and many other related factors. Since the designers incorporate margins of error in their calculations, crush depth of an actual vessel should be slightly deeper than its design depth. Test depth is the maximum depth that a submarine is permitted to operate at under normal (e.g. peacetime) circumstances, and is in fact tested at during sea trials. In the US Navy it is set at two-thirds of design depth. The maximum operating depth (popularly called the never-exceed depth) is the maximum depth that a submarine is allowed to operate at under any (e.g. battle) conditions. Collapse depth, popularly called crush depth, is the submerged depth at which a submarine's hull will collapse due to the surrounding water pressure. This is normally calculated through mathematical means; however, it is not always accurate. Submarines from all sides in World War II eported being forced through crush depth, due to flooding or mechanical failure, only to have the water pumped out, or the failure repaired, and succeed in surfacing again. One of the most popular stories of this occurring was the story ofU-96,in the movie Das Boot. Note that these reports are not necessarily verifiable, and popular misunderstanding of the difference between test depth and collapse depth can confuse the discussion. (Planesman error sometimes causes submarines to exceed test depth by a few feet or meters during trials; note that a one-degree up-bubble on an Ohio-class boat indicates that the stern is some ten feet or three meters deeper than the bow.)
__________________
"There are only two types of ships- submarines...... and targets" Unknown "you wouldn't catch me on a ship that deliberately sinks itself"- comment to me from a surface sailor. ![]() System: AMD 6300 3.5 GHz | 32GB DDR3 | SATA 300 320GB HD, SATA III 1TB HD, SATA III 1.TB HD | ASUS Sonar DS sound card NVIDIA 1660 Super OC | Windows 10 |
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#35 | |
Rear Admiral
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Ahh, but i have, awhile ago ![]() Ive already adjusted crush depth on my sim files (within reason), and got sidetracted by something else. ![]() ![]() This is NOT the land of the rising sun. Ive already scripted the missions and flotilla for some allied submarine action in that other theater, now im just scripting in some light MIS layers. Im not going to put too much time into it, just enough so its playable. Im mainly setting this up as a framework for anyone who wants to come in behind me and really spend some time on it. This next version i think is going to be my last and final push on the TMaru mod pack. |
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#36 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
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But as you can see like you I tend to look at and into everything in the game files. I just don't make mods for the public with everything I do for my own game because you and Lurker and Tater and Berry and now SWDW do enough of that to satisfy everyone's taste out there.
Just wanted to offer info and observations from what I have found, seen and changed in my own personal game and played with. |
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#37 | |
Stowaway
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please, whichever of you continues with this mod, can you do the crush depth fix as a stand alone? please please please with a cripled unescorted enemy battleship on top ![]() |
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#38 |
Samurai Navy
![]() Join Date: Nov 2007
Posts: 567
Downloads: 210
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Well on the note of realism, the Gato class (Wahoo, anyways) had a deep water meter that ended at 500 feet and Wahoo spent at least a couple of hours a tick or so off the scale evading a destroyer.
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