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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
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Greeting fellow Kaleuns,
At what point on the way to the surface, would a Uboat crew have been aware of the weather on the surface? I’ve noticed in terrible storms in GWX that I give me some movement above 20m but I’d like a more historical perspective. Thanks in advance friends. |
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#2 |
Gefallen Engel U-666
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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#3 |
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#4 | ||
Gefallen Engel U-666
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"Only two things are infinite; The Universe and human squirrelyness?!! Last edited by Aktungbby; 08-20-24 at 10:46 PM. |
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#5 | |
Sea Lord
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#6 |
Weps
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Captain Bill Toti, USN (Rtd) has said that during one Pacific typhoon, he had to take his USS Indianapolis SSN 697 down to 600' before the rolling from the surface wave action ceased. This in a Improved Los Angeles class SSN, which at some 6000 tons submerged displacement was some 5-times bigger than a Type VII and some three-times bigger than a Type IX.
-C |
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#7 |
中国水兵
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oops! Finger trouble. Trying again...
Last edited by Hooston; 08-21-24 at 02:08 PM. |
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#8 |
中国水兵
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Of course it's a simple matter of solving the equations given by Airy wave theory
![]() There's some more comprehensible but a tad less scientific stuff here (I think this reference is an approximation). This second reference says that in deep water waves should be "felt" down to half a wavelength, it gives an example of an ocean wave with a wavelength of 48m being detectable down to 24m. The amplitude obviously scales with the surface wave height and the motion of the boat should also get slower with depth as the short wavelength waves get filtered out. Wikipedia recons ocean wind waves can have wavelengths of 60-150m so therefore would be detectable at 30-75m. i assume a sonar operator could hear rain and also tell if there were breaking waves - anybody got some hard info? It seems to me the SH3 GUI's which display the surface weather at all times are closest to reality. Pity that the SH3 weather model is so poor. i think it's because the campaign mode was an afterthought late in the development. Last edited by Hooston; 08-21-24 at 02:15 PM. |
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#9 |
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Great info as always gang, thank you!
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#10 |
Machinist's Mate
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I think if you use HSIE Hardcode Patch there's an option that prevents reloading internal torpedoes near the surface in a storm. Mine is set for 40m, which I seem to remember as a good depth to escape the battering of storms. So, there is some attempt to model storms below the surface. Also, I use Depth Charge Shake Mod which increases the pitching and rolling while standing in the compartments, so the action of the waves underwater is more noticeable... really noticeable if time compression is 4X.
Last edited by Captain Drastic; 08-23-24 at 09:31 PM. |
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#11 | |
Navy Seal
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#12 |
Machinist's Mate
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It has been a while since I have read Iron Coffins, what a great book! Anyway, talk about hazardous duty- loading torps in storm conditions!
On another note, Fifi, my latest problem is the sound of spraying water from burst pipes seems to have disappeared from my game, and so far I can't find a solution. Any help? Start a new thread? |
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#13 | |
Navy Seal
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#14 |
Machinist's Mate
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I used WinMerge to compare the original GWX SH3_SDL file with my modified SDL FILE and and found that there was a volume difference in the Steam and Water Burst entries, with the original being higher. So I corrected the volume in my file to match the original and it worked! However more testing showed that if I switched to external view and back to internal view the burst sounds were gone until the game was reloaded. Weird. I don't use external view in my campaigns, so I guess it doesn't matter.
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#15 |
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I found the solution to be the volume was set lower for the burst sounds in my modified SDL file, so I set them higher to original specs and it worked! However, when switching from internal view to external view and back the burst sounds were gone. Weird. I don't use external view in my campaigns, so I guess that's all right for now.
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