SUBSIM Radio Room Forums

SUBSIM: The Web's #1 BBS for all submarine and naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Wolfpack: the new multiplayer co-op U-boat simulation > Wolfpack
Forget password? Reset here

Thread Tools Display Modes
Old 11-29-2019, 03:59 AM   #1
Join Date: Mar 2019
Posts: 52
Downloads: 2
Uploads: 0

Icon1 U-boat visual detection range

It's now become clear that our previous (and formerly correct) understanding that time of day had no impact on visibility was stealthily shattered sometime around update 0.20.

After some empirical research, below are the visual detection ranges as of game version 0.20b (current).

Note that night time represents the extreme (no moon, pitch black) and so does day time (the brightest it can get), while dusk/dawn is calibrated to about the average amount of light around that time of day. Anecdotally, the exact amount of light influences the equation somewhat, so take the figures below as a rough guideline rather than gospel.

Yes, this means that you can now do Kretschmer-style night attacks

Kudos to Koji and Lucifer for hopping on my boat while I was running the experiments, and not dying of boredom :P

Last edited by gurudennis; 11-29-2019 at 04:09 AM.
gurudennis is offline   Reply With Quote
Old 11-30-2019, 03:25 PM   #2
Jonas Grumby
Join Date: Feb 2017
Location: Retired in Rapid City, South Dakota
Posts: 18
Downloads: 121
Uploads: 0
Default Detection Ranges

Thank you sir. Saved a lot of guys a lot of tedium there.
At full moon I've ran alongside a Flower at 800 meters out while matching his course and speed. Never detected.

(15 OCT 40, Biscay, approximately 2100hrs, medium setting)
Jonas Grumby is offline   Reply With Quote
Old 11-30-2019, 05:15 PM   #3
Join Date: Oct 2019
Location: Near crush depth. Maybe.
Posts: 18
Downloads: 6
Uploads: 0

We ran about 800 m away from a Sloop and was never spotted, even though we could clearly see the Merchant ships in the distance (about 4000 m).

1941, night time with low Moon (ship outlines easily visible due to looking "up Moon" (Moon was behind us).
VonHoffman is offline   Reply With Quote
Old 11-30-2019, 06:34 PM   #4
Gefallen Engel U-666
Aktungbby's Avatar
Join Date: Jul 2013
Location: where I'm at presently
Posts: 18,938
Downloads: 18
Uploads: 0


"Only two things are infinite: The Universe and human stupidity; And I'm not too sure about the Universe..." -Albert Einstein
Aktungbby is offline   Reply With Quote
Old 12-01-2019, 06:51 AM   #5
Growing Old Disgracefully
Join Date: Dec 2012
Location: Dibden Purlieu - Southampton
Posts: 9,603
Downloads: 1068
Uploads: 0


A Warm Welcome To The Subsim Community > VonHoffman
Subsim <> Make A Donation <> See The Benefits <> Support The Community
THEBERBSTER is offline   Reply With Quote
Old 12-07-2019, 01:53 AM   #6
Join Date: Apr 2005
Posts: 146
Downloads: 10
Uploads: 0

What do people think about these effectively digital ranges?

Ideally whether or not one is observed should be a very low base chance per minute, increasing or decreasing with:

Being silhouetted
Surfacing or Diving
Aspect (side on or pointed at the viewer)
Observer being alerted to a U-boats position

...and so forth.

In other words if you can see the convoy, then you're not utterly safe from observation at any range, or any light-level etc. Instead in disadvantageous conditions for the AI observer eg night, fog you can be pretty sure of being unobserved, but not completely certain...
Fidd is offline   Reply With Quote
Old 12-07-2019, 04:59 AM   #7
Join Date: May 2019
Posts: 27
Downloads: 1
Uploads: 0

I don't know how the model works now, but I would like the game to "simulate" the vision of people on the ships. Like, the game simulates one person on the bridge looking in the forward direction of the ship. That results in an oval shape in front of the ship, on the water, where he is looking right now. Like a beam (obviously not rendered in-game). That beam would move around the ship as he is looking in different directions. If your submarine is inside of the oval beam shape, you are detected (or at least there is a risk of detection). The closer to the ship he is currently looking, the bigger the beam is. And the further away, the smaller it is. This means that the risk of detection from afar is very low, because this beam would be very small and very unlikely to "hit" your sub. But if it does, he could see you!

Multiple ships will all have these beams wandering around, making it risky to approach a convoy because of so many eyes. Also, if you've been detected, a lot more people on the ships will be on alert and many many more beams will look for you!

The risk for detection when you're inside the beam could depend on things like sun position, moon position, sea state, speed etc. Even if he looks directly on your periscope a rough night, there is a chance he misses it.

The purpose of this, besides achieving some realism effects, is to add a lot of randomness to it.
Superesse is offline   Reply With Quote

detection , range

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

All times are GMT -5. The time now is 04:11 AM.

Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2020, Jelsoft Enterprises Ltd.
Copyright © 1995- 2020 Subsim