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06-22-17, 07:49 AM | #31 | |||
Ace of the Deep
Join Date: Jan 2006
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Well, fortunately for my sanity, I have reacquired the quote.
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http://www.deepstorm.ru/DeepStorm.fi...s/671/list.htm or https://web.archive.org/web/20050405...80/sub.php?671 and I've also attached a JPEG from a book (unfortunately, Andrei V Polutov only seems to write for Japan, not the United States so the text is in Japanese, but all you really need to read is the "11" near the top of the right hand page). So, at the very least, this idea and issue is indeed fairly well-sourced. Quote:
Last edited by Kazuaki Shimazaki II; 06-22-17 at 07:59 AM. |
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06-22-17, 08:41 AM | #32 | |
Engineer
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In my playthrough I found that most causes for wire-breaks were not speed, or even sharp manoeuvres but the angle to torpedo. If you don't know, the torpedo wire will break, if your angle to torpedo is greater than 30 degrees on each side. |
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06-22-17, 09:42 AM | #33 | |
Ace of the Deep
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06-22-17, 11:23 AM | #34 |
Engineer
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That's really strange. I've just had a scenario in which I wire-guided 2 torpedoes for over 15 KYDS without problems. And that's common situation for me. Even at 10 knots.
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06-22-17, 02:07 PM | #35 |
Electrician's Mate
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Well, I can only relate my own experiences. I served on three different boats from 1980 to 2004.
USS Phoenix SSN-702 USS Finback SSN-670 USS Oklahoma City SSN-723 I spent 75% of my time up in 'Indian Country'. Just remember, do not just take the word you read in a book about US Submarine operations as gospel. There is a lot of disinformation in there, some it old and out of date and some is just plain wrong. I read Sontags book. I found it.... amusing... Book information is one thing but in all actuality, there is no operational 'warning, caution or note' that says what your maximum speed should be when launching a torpedo. I've done it at all speeds including flank. With regards to the wire, there are several reasons, from tube construction to weapon functions to explain why I say the wire breaks way to much. But hey, its just a game. One thing I was confused by was your reference of AOB. In the TMA world, AOB is always referenced from the contact, not the bearing from own ship (OS) to the contact. |
06-22-17, 02:33 PM | #36 | |
Swabbie
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06-22-17, 07:12 PM | #37 |
Bosun
Join Date: May 2007
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I can certainly see launch speed being an issue back in the infancy of off angle tubes. With plenty of testing need to verify that it was in fact feasible at all speeds. Ironically the Skipjack as modeled in game appears to be the initial design without a spherical array in the way as all 6 tubes are on the bow. So regardless of if there is a concern the Skipjack shouldn't have any issues.
-Jenrick |
06-22-17, 07:14 PM | #38 |
Ace of the Deep
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Wow, that's very high. You are saying out of every 365 days, you spend over 270 of them not only at sea, but right up in an operational area? What happened to training, maintenance, crew rest, transit times ... etc?
I agree. Besides, gamewise, it'll give players a real reason (that's not masochism or machoism) to try a Skipjack rather than a 688. Last edited by Kazuaki Shimazaki II; 06-22-17 at 08:10 PM. |
06-22-17, 08:10 PM | #39 | |
Electrician's Mate
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There were three years straight where we spent 300 days at sea each year.... Another note: If you raise the ESM mast, you should get a bearing from each ESM contact. |
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06-22-17, 08:55 PM | #40 | |
Bosun
Join Date: May 2007
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-Jenrick |
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06-22-17, 09:36 PM | #41 | ||
Born to Run Silent
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As for wire breaking and jammed tubes when fired at flank speed, my assumption is those are gameplay elements to force the player make choices and live with the results. For example, say I am pointing at the target, and I have a wire guided torp headed to my high sol contact... and I get an incoming torpedo. Do I order flank speed to start clearing datum and risk breaking the wire and losing my target? I have to make a choice. And however realistic these elements are, they sorta make physical sense in our world, so it seems ok to model this in a game. It does make the game more interesting. Quote:
Same here. I would prefer the game model wire breakage as rare when I am doing everything right, same 10% as you suggested.
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06-22-17, 11:38 PM | #42 | |
Sonar Guy
Join Date: Sep 2002
Location: Canada
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For various reasons the Skipjacks never received many upgrades until they were retired in the late 80s and early 90s (there was talk of a sonar upgrade which had funding pulled, many of the boomers had a similar sonar system and which was eventually upgraded to BQR-21 which featured digital processing but was still short of what the spherical arrays could do). Small size was an issue. Another problem is that they were the last boats built without isolation mounts for machinery, so even if they had of received better sonar or newer fire control systems which would have enabled them to fire missiles, they'd still be at a disadvantage compared to newer boats. As hard as it can be to play as the Skipjack, I shudder to think how a Skate class would fare, even in 1968! This only makes the idea of old one off boats like Halibut and Seawolf going on sneaky special ops even scarier. This kind of brings up another point. I think they may already have aspects of this but I would assume, weather war came in 68 or 84, that they wouldn't treat all boats as equal and assign them the same types of tasks / missions. What I'm saying is that by the same token USS Narwhal, the quietest boat in the fleet would probably be asked to do some sneaky stuff (SEAL insertion and recon) your 25+ year old Skipjack is probably going to be put on some kind of barrier patrol vs. sneaking into Soviet waters. While I think this is worth bringing up, its true that game play has to be taken into account, can't imagine the game would be very popular if you just spent hours watching your old Skipjack rust and gather marine growth.
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06-23-17, 06:36 AM | #43 | |
Engineer
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If I'm not mistaken, wire braking works like that. - % chance of braking at launch - the biggest angle between direction of the boat and the torpedo the greatest chance of braking the wire - the manual states it's 40 deg (20 on each side), in my experience it's more like 60. - wire will brake when your speed exceeds 15 knots - pitching will also increase the chance of braking - this one is a bit vague and I haven't tested it much, however I have been diving at 20 deg without the wire braking, but that was at some distance from the torpedo - basically, when I have a connection I tend to change depth by ballast only. - some boats have limited number of connections. Skipjack can have only one, Permit, Sturgeon and Narwhal can have 2 and only LA can have 4 wire guided torps at a time. As far as I know these are the only rules that affect torpedo wires. So if you follow those rules, the only way a wire can break is if it does on launch (10% chance, but can be moddable). |
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06-23-17, 07:11 PM | #44 | |
Planesman
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06-23-17, 09:18 PM | #45 |
Bosun
Join Date: May 2007
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I'd assume that we should be able to do "over the shoulder launches" due the torpedo having to run out initially (I believe it is referred to as it's "reach") before it begins to turn. I'm guessing that this hasn't changed from WW2 to know. This I would think would solve the wire break problem, as they would no longer be trying to run as soon as they clear the muzzle of the tube. Looking through the weapons file I see no way to implement this, but I think it would be a good behavior to add as it is a) realistic and b) helps handle one of the more frustrating issues of wire breakage.
-Jenrick |
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