SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Current crop of subsims & naval games > Wolfpack
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 11-29-19, 04:59 AM   #1
gurudennis
Mate
 
Join Date: Mar 2019
Posts: 55
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; 11-29-19 at 05:09 AM.
gurudennis is offline   Reply With Quote
Old 11-30-19, 04:25 PM   #2
Jonas Grumby
Watch
 
Join Date: Feb 2017
Location: Retired in Rapid City, South Dakota
Posts: 22
Downloads: 123
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 11-30-19, 06:15 PM   #3
VonHoffman
Watch
 
Join Date: Oct 2019
Location: Near crush depth. Maybe.
Posts: 30
Downloads: 6
Uploads: 0
Default

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 11-30-19, 07:34 PM   #4
Aktungbby
Gefallen Engel U-666
 
Aktungbby's Avatar
 
Join Date: Jul 2013
Location: On a tilted, overheated, overpopulated spinning mudball on Collision course with Andromeda Galaxy
Posts: 27,706
Downloads: 22
Uploads: 0


Default

VonHoffman!
__________________

"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe"
Aktungbby is offline   Reply With Quote
Old 12-01-19, 07:51 AM   #5
THEBERBSTER
Growing Old Disgracefully
 
THEBERBSTER's Avatar
 
Join Date: Dec 2012
Location: Dibden Purlieu - Southampton
Posts: 9,605
Downloads: 1123
Uploads: 0


Default

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 12-07-19, 02:53 AM   #6
Fidd
XO
 
Join Date: Apr 2005
Location: Blighty!
Posts: 405
Downloads: 10
Uploads: 0


Default

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:

Lighting
Being silhouetted
Surfacing or Diving
Aspect (side on or pointed at the viewer)
Height
Gun-flashes
Weather
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 12-07-19, 05:59 AM   #7
Superesse
Seaman
 
Join Date: May 2019
Posts: 34
Downloads: 1
Uploads: 0
Default

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
Reply

Tags
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 09:29 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.