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Old 04-16-24, 05:51 PM   #1
Fidd
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143. Refuelling the "daily tank".

Once a day, as I understand it, the daily (overhead) tank in the engine room had to have fuel-oil pumped into it from the saddle-tanks. This could be assumed to be necessary at some point in each game as a one-off task for the engine room players. As the fuel oil in the saddle tanks was displaced by sea-water, this also necessarily changed the trim of the boat, so this task would also add some much needed extra work for the dive-officer, who would have to retrim the boat on the next dive after the fuel-transfer was made.

Ideally, perhaps, each game would start with a random amount of fuel remaining in the daily-tank, meaning that factoring in when this was done would be something for the captain/chief engineer to think about. Accelerated use of fuel from the daily tank would help in this regard, so that the full "daily tank" exhausts in circa 2.5 hours, meaning that in a 3 hour game, at some point, it'll need to be done. One could argue that this would be done prior to nearing the convoy, but as our "3 TOI games" are considered to be representing many hours, rather than just 3 it actually takes us, that it is therefore something that could be included as a game mechanic. It would also add considerable amusement value when the boat comes to a halt because one "ran out of gas"!
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Old 04-16-24, 07:09 PM   #2
derstosstrupp
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Quote:
Originally Posted by Fidd View Post
143. Refuelling the "daily tank".

Once a day, as I understand it, the daily (overhead) tank in the engine room had to have fuel-oil pumped into it from the saddle-tanks. This could be assumed to be necessary at some point in each game as a one-off task for the engine room players. As the fuel oil in the saddle tanks was displaced by sea-water, this also necessarily changed the trim of the boat, so this task would also add some much needed extra work for the dive-officer, who would have to retrim the boat on the next dive after the fuel-transfer was made.

Ideally, perhaps, each game would start with a random amount of fuel remaining in the daily-tank, meaning that factoring in when this was done would be something for the captain/chief engineer to think about. Accelerated use of fuel from the daily tank would help in this regard, so that the full "daily tank" exhausts in circa 2.5 hours, meaning that in a 3 hour game, at some point, it'll need to be done. One could argue that this would be done prior to nearing the convoy, but as our "3 TOI games" are considered to be representing many hours, rather than just 3 it actually takes us, that it is therefore something that could be included as a game mechanic. It would also add considerable amusement value when the boat comes to a halt because one "ran out of gas"!

Here is how that might look:
https://docs.google.com/presentation...i4XxoI6DI/edit
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Old 04-17-24, 06:25 AM   #3
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That is perfect! Very interesting too. I shall cease calling is the daily tank forthwith!

Last edited by Fidd; 04-21-24 at 07:30 AM.
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Old 04-21-24, 06:26 PM   #4
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144. Variable visibility over time

As a refinement of the fog system, it would be interesting if the visibility via the fog setting might vary over time - perhaps once or twice within a 3 hour game-play period, perhaps +/- 15% of the configured value at a rate of change not more than 1% per 5 minutes?

This would mean that rather than being able to rely on a given visibility (and therefore visual detection range) skippers would have to reassess visibility, and adjust their approaches.

A similar variation could be applied to wind-direction and strength. Ideally with fog greater than 8% (or thereabouts) only being able to form if windspeed was equal to or less than 5 kts. (above this value the mixing of air tends to create low stratiform cloud or mist, in both cases allowing greater visibility.

Similarly, to create high sea-states, wind-speed would need to be high, which in turn would completely preclude fog.
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Old 04-24-24, 03:55 PM   #5
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145. Damage to gauges.

Mindful of the proposed damage-model in #98, I'd like to see:

Pressure instruments: Depth gauges/trim-tank level/MBT water content/MBT pressure gauges etc.

1. Loss of back-lighting for light damage (reparable)
2. Rendered temporarily inoperable (needle fall off) with medium damage due DC's. (reparable, but takes longer)
3. Permanently inoperable, with broken glass, dislodged needle, loss of back-lighting.

Non pressure gauges All electric gauges, non-pressure gauges, EOT's etc

1. Rendered temporarily inoperable (needle fall off) with medium damage due DC's. (reparable)
2. Permanently inoperable, with broken glass, dislodged needle, loss of back-lighting.

Damage in all cases should be related to the nominal diameter of the gauge of indicator, with larger units more prone to taking damage. This will tend to leave back-up instrumentation intact. Loss of an EOT may result in a having to use verbal orders on the telephone/voice-tube or via a "runner". Usually simply acting according to the one surviving EOT command may work, unless several EOT's in the control room and e-motor/diesel room are broken. Note that in all cases that a gauge has taken damage is observable "by eye".

The general aim of allowing instrumentation to be damaged, is to complicate operation of the boat, so that either standby instrumentation has to be used, or instruments remote from the operator (eg. having to have depths/or 'plane positions etc) read off from an instrument in the tower, to the player below operating the 'planes). It will also serve to force the crew to think through the implications of damaged instrumentation, and who will need what information from where to counter the loss of primary gauges. The more gauges are broken throughout the boat, the greater the risks of diving too deep, or accidentally surfacing, or getting detected because a dive was not performed as it would ordinarily be, etc.
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Old 04-26-24, 11:07 AM   #6
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146. Loose and suspended objects.

A nice feature of SH3 were all the hanging hams and what-not which were hung above in the control-room, and which swayed gently with the roll and pitch of the boat, and which did so more vigorously when DC'd. It would be nice to see some of these performing the same "roll" (or falling?) in WP. Additionally, there might be loose objects such as a pile of tins, belongings from lockers, locker doors etc, which could spill about in rough seas or when DC'd, with attendant sound effects.

This would help create more of a local-earth vertical reference in the boat, as well as provide scope for more immersive experience of being in rough weather or subject to DC's. Personally I find the few "flashes", almost inaudible DC explosion sounds, and lack of camera-shake, to be particularly underwhelming when hit by nearby DC's. Adding pitching movement to the boat would also add to this. (as far as I'm aware our boats only roll)
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Old 04-27-24, 12:50 AM   #7
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147. Optional faster zig-rate.

It is my belief that convoy clocks were set to zig at a periodicity of circa 8 minutes, rather than (I gather) the 17 minutes we now have.

The difference is important. In the 17 minute scenario, there just is enough time to determine the convoy heading, speed and to fire and hit to a 15 minute TOI against a target which will maintain speed and heading.

Were the historical (8 min?) zig rate enabled (on an optional basis of course) then this attack profile would need to change completely, as now the mean-track and mean-speed would form the data for the TDC, making long range shots a bit more difficult, and a longer period of observations needed before firing. This in turn allows for more detection opportunities, especially if aircraft and/or radar arrive.

I suggest that zigs be limited to plus or minus 10-15 degrees of a base course, excepting after a hit on a merchantman or detection of a u-boat, whereafter the convoy can change by 30 degrees relative to the base course, with 15 degrees for the 2nd zig 8 minutes later, before reverting back to the original base course at a rate of 5, 10, 15 degrees per following 8 minute zig. Once back on the base course, the maximum zig would return to 15 degrees in either direction?

This optional change would greatly benefit navigators, as now they'd need to accurately plot the position of a boat at two recorded times, then derive the convoy speed from that. Similarly establishing the 1st and 2nd AOB's (and therefore headings) of the convoy, and the time they changed, to establish the mean-course.....
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