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11-02-21, 04:05 PM | #1 |
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Is there anything on how they used the radars?
Hi,
I can say I am quite an expert in all U-boat sims but somehow never got to the US subs. Now I have started a campaign in SH4 for the first time (and loving it!) and I am getting radars, surface and air. Is there any advice or material I can read how to use them properly on patrol, or do you just jump from sonar to SJ and SD back and forth? Thx for you help |
11-02-21, 04:43 PM | #2 | |
Navy Seal
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I'll search my files when home and share, so you can read in depth, but here is a quick overview for now. SD radar is air search only. Early models detected aircraft 7-10 mile depending on variety of factors such as height(lower plane is, closer it will get before detected) . In reality was mounted on an extendable mast so sub could raise it from 60 ft depth and sweep before surfacing. This is not modeled in stock but it is modeled in the mod Trigger Maru Overhauled (TMO) and other mods as well. Improved SD radar detects targets typically at 10-14 NM. SD was in reality, not directional...so it only measured distance to contact. In the sim, it is unfortunately modeled incorrectly and does give a bearing and will give a map contact (if they are enabled) Far as using it "properly" which I take to mean in historically accurate manner, well up to you but not much can do, its there, we dont have a separate display in the control room or conning tower display(UBI short changed us on that) so its use map contacts or just head the warning when reported and dive. In the FOTRS mod can turn the radar on and off, which is nice, but last I checked does not have the extendable mast, because of it is an either or situation from what I understand. Some sub skippers kept SD off, just made periodic sweeps out of fear of the signal being detected. SJ SJ surface search radar typically picked up contacts around 9-11 NM depending on variety of conditions, such as range, size of target, the targets profile/AOB to the beam. The early SJ radar only had the A scope display (green lines that "dance"), not the PPI scope, but UBI was lazy and included them both from started and thus far no one has figured out how to hide it without breaking the radar. To properly use, just ignored the PPI scope and use A scope if you choose. Procedures varied but from understand , out of fear of being detected, giving a beacon to enemy forces, SJ was kept off during day time, with periodic sweeps every 15-30 minutes. At night, it was depended on much more obviously as it was a game changer at nights, especially as the night surface attack became the preferred method of attack by US submarines in late 1943 early 1944 and in reality, also for navigational purposes. In the sim can run around with it on 24/7 if like until detect something. I do sweeps about every 15-30 mins on patrol then turn it off to use it properly and as I am currently working on introducing radar warning equipment to certain Japanese vessels in 1943 onward. They were based on German equipment and major warships received them, select number of destroyers and ASW escorts, aircraft as well in 1944/1945. Good habit to have as in future it. SJ-1 radar came about in late 1943 and included the PPI display and improved performance. Can detect targets up to about 18 NM but typically around 12-14, of course depends on variety of factors. Use of the PPI display, showing positions relative to submarine really changes things, esp in a night surface attack situation. Radars in SH 4 are poorly modeled but modders have improved them a lot. Possibly the best radar mod out is the 3D TDC and Radar Range Unit. This makes the SJ radar accurate, linked to the TDC (as it was in reality) and has a lovely 3D TDC modeled, which when the position keeper is activate on TDC, tracks the target, pretty cool to watch things unfold on the 3D TDC. Of course, if you play without map contacts, this is even more amazing as it makes your job a lot easier and more in line with history. I love it. The mod is in the downloads and is incorporated into Trigger Maru Overhauled. Sonar wise. Your crewman assigned to the sonar can only hear within the ranges listed in the file, but when you man the station you can hear contacts much great distance, so always good to do a sweep. In reality the hydrophones on us subs could hear quite far, depending on conditions, but only had a certain effective range. Subs could hear on the surface as had chin mounted sound heads and in the sim the effects of the subs engine noises, water, and speed are not modeled (ugh) so they are far too effective on the surface. . I've remedied this somewhat in TMO but still working on things. So for sound, advice is , especially before radar do a sweep yourself to see fi hear anything. Continue to do even after radar as sometimes will hear very faint and distant ship noises which are outside of the SJ radar range, especially the early SJ radar. I'll share some links here later when home. |
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11-02-21, 05:28 PM | #3 |
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Thx Bubblehead, that is already a lot. I am used to playing at 100% realism and with the FOTRS Mod. So the first thing I noticed is that you can't measure a ship's speed by its length passing a line. The length is not given.
I'd like to know more about the radar stuff. I want to be as authentic as possible (while having fun of course). Maybe any books you can recommend? thx for taking the time to answer! |
11-02-21, 06:31 PM | #4 |
CTD - it's not just a job
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Look in the FotRSU Support / HowTo folder for CapnScurvy's "Using Radar_Sonar.pdf" file for something close to the FotRSU set-up. Bubblehead has the 3D TDC in his re-worked TMO, and that would be different. For the 'real' way to do it, try RADAR Operators' Manual, RADAR Bulletin NO. 3 on the USS Pampanito web site.
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11-02-21, 08:22 PM | #5 | ||
Gefallen Engel U-666
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11-03-21, 02:44 AM | #6 |
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Thx Propbeanie, this is what I need to dive into. The PDF helped a lot already. I am beginning to get an idea of discriminating between what was real and what is modelled in the game. I know too little about the US side of subs.
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11-03-21, 05:08 AM | #7 | |
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11-03-21, 08:06 AM | #8 |
CTD - it's not just a job
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One ~HUGE~ difference between the real SJ and the game's version is land masses, or lack thereof in the game. If you would happen to see a PPI screen on a real sub back then, there was a lot of "clutter" that would show on the screen, and interfere with seeing ships. An experienced operator could navigate by radar, but an enemy combatant could hide in the "clutter" along the shoreline reflections. For the most part, not so in the game. Sonar is very similar in function in the game. "Land mass? What land mass? I don't see no shtinking land mass!... ??" and you can "see" a sonar line around most islands. Of course, the senior operator can hear a mackerel sneeze at 16 klicks...
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