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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ensign
![]() Join Date: Mar 2011
Posts: 234
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Hi Kaleuns,
I've read that it's really difficult for a sub to maintain a precise depth, and this is especially critical at periscope depth and while making attacks. Apparently, the sub had to be moving at all times in order to have enough water-flow over the dive-planes and rudder to keep the depth and heading constant. Is this a valid concern, and is there a mod which addresses this? At what speed, historically, did subs move in order to make a submerged attack? This would certainly add an interesting element to TDC calculations...
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Career: Feb. 13, 1942 "Cpt. Johny Goodwood" Porpoise class: USS Shark, SS-174 Patrols: 2 Victories: 1 Merchants (4519 GRT), 0 Warships (0 GRT), 0 Aircraft Sunk with all hands lost. |
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#2 |
Samurai Navy
![]() Join Date: Aug 2008
Location: on the Atlantic Ocean
Posts: 559
Downloads: 10
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A very good question! Yes, to maintain neutral buoyancy and not use the ballast to trim constantly one had to keep the boat moving as you well state. As to speed it was slow to avoid the periscope making a noticable wake and best done with the sun at your back. That made it harder to spot too.
(Side note: when a torpedo is launched, the weight of the boat had to be immediately balanced with ballast, as the launching of a torpedo caused more than a ton of positive buoyancy. If this was not offset by ballast, the boat could pop to the surface, giving away its position. Many U-boats were caught and abruptly attacked due to this simple error.) ![]()
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DID, no cheats, no shortcuts, no non-historic equipment deviations. Boat and crew safety is integral with my immersion style! Follow the historic events during your patrol: http://www.uboat.net/today.html |
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#3 |
Ensign
![]() Join Date: Mar 2011
Posts: 234
Downloads: 123
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The player doesn't really have control of the ballast...is the game's ballast-man just that good? (Kinda like how the weapons officer makes no mistakes if you enable him in the difficulty)
Considering that the maximum periscope-up speed is about 4-5kts (due to wake and vibrations), I would image that 1-2kts is sufficient to help keep a boat at the right depth... If this is so, I may end up imposing this restriction on myself as I play ![]()
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Career: Feb. 13, 1942 "Cpt. Johny Goodwood" Porpoise class: USS Shark, SS-174 Patrols: 2 Victories: 1 Merchants (4519 GRT), 0 Warships (0 GRT), 0 Aircraft Sunk with all hands lost. |
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#4 |
Grey Wolf
![]() Join Date: Aug 2007
Location: ...somewhere in the swamps of Jersey.
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I try and always stay at 2kts or below when I raise the scope.
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...I fought in many guises, many names, but always me. Patton
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#5 |
Eternal Patrol
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NYGM has the "anti-hummingbird" mod built in. Two knots or less and you start to slowly sink.
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“Never do anything you can't take back.” —Rocky Russo |
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#6 |
Ensign
![]() Join Date: Jan 2012
Location: NY Harbour, Periscope depth.
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I usually find the track of the target , and plot a course to 5-700m off the track at 90 degrees, and sit there, periscope just under the surface, listening on my hydrophone until the angle is right, then peek and fire at the last moment.
After reading this, it seems what I'm doing is wholly unrealistic. ![]() |
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#7 |
Frogman
![]() Join Date: Sep 2011
Location: Bridge of U-123
Posts: 300
Downloads: 76
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ya ive noticed on the boats like IIA that depth keeping at periscope depth is a pain if your not going more then 2 knots, which really isnt all that bad of a speed, its not to loud but it sure is loud enough to give you away in 1942-1943 lol.
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#8 |
Old enough to know better
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I have often wondered about depth keeping also in regards to realism in SH3/GWX. There are some very detailed explanations of this in Edward Young's great book 'One of Our Submarines'.
http://www.amazon.co.uk/One-Submarin.../dp/1844151069 After reading those sections again I realize that this was not the Captains job. He would tell his officer in charge of this task if the sub was not at the proper depth, but he didn't actually do it himself. This is very well simulated in SH3/GWX. Your helmsman is doing his job very well. No need to yell at him. ![]() Good hunting.
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#9 | |
Frogman
![]() Join Date: Sep 2011
Location: Bridge of U-123
Posts: 300
Downloads: 76
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#10 | ||
Ensign
![]() Join Date: Mar 2011
Posts: 234
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I think it's more rewarding to do it yourself though. However, and I don't mean to boast, I am finding that lining up a shot at "full difficulty" is really easy in this game. At 100% "realism" I've already sunk 8 ships in my career in a Type II (This puts me in the top 7 U-boat aces for the time period).
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Career: Feb. 13, 1942 "Cpt. Johny Goodwood" Porpoise class: USS Shark, SS-174 Patrols: 2 Victories: 1 Merchants (4519 GRT), 0 Warships (0 GRT), 0 Aircraft Sunk with all hands lost. |
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#11 |
Eternal Patrol
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Yes it was possible, with a very good man on the pumps. Much easier today with computer controls. On the other hand it requires using the pumps, which make just as much noise as the propellors at flank speed, so even if you had a guy that good it wasn't practical. Moving at two knots is much more effective.
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“Never do anything you can't take back.” —Rocky Russo |
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#12 |
Ensign
![]() Join Date: Mar 2011
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Thanks for all the help guys. I'll be incorporating this element into my attacks from now on.
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__________________
Career: Feb. 13, 1942 "Cpt. Johny Goodwood" Porpoise class: USS Shark, SS-174 Patrols: 2 Victories: 1 Merchants (4519 GRT), 0 Warships (0 GRT), 0 Aircraft Sunk with all hands lost. |
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