WiTP ASW Scen Design - Not RHS

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treespider
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RE: WiTP ASW Scen Design - Not RHS

Post by treespider »

ORIGINAL: castor troy

ORIGINAL: JWE
ORIGINAL: castor troy

the "rattles message" can be Chrome, if Chrome means what I think it means. The "near miss damages sub message" is not chrome as it does damage - also with FOW OFF!
The 'rattles' could be either. Nik tells me there were tweaks made in several patches, and I'm looking at 1.5?? I think. But if a message says 'damage', then you got some (damage).

BTW, Brother Nik told me that when he, Mike Wood and Michaelm twiddled and tweaked to get the code in its current form, they implemented a wider spread of "hits" with moderate # of "hits" and a spacing of few critical hits (those critical hits being the old way where the DC device actually "Hits" the sub like in a surface ship battle and "penetrates" the belt armor hit location for serious damage, float and fire damage).

this exactly describes what I´m experiencing in my games. Near misses that create a message where it´s "near miss DAMAGES sub" that do a couple of sys damage points each and "MK xy (or Type yx) HITS sub" that do A LOT of damage, two HITS are easily enough to sink a sub (in the game). One HIT and half a dozen near misses is most often enough to sink one.

Now the question is why doesn´t jwilkerson experience the same in his games? [:D]


Because a HIT (in the code not the text response) = text response of "HITS" or "NEAR MISS DAMAGES..." and actually inflicts damage, the text response being dependent on the amount of damage inflicted

Whereas a MISS (not the text response NEAR MISS = text response of "SKIPPER EVADES..." or "NEAR MISS RATTLES..." and does not inflict damage

In other words there are two types of NEAR MISSES -
-a NEAR MISS HIT and
-a NEAR MISS MISS

HITS cause damage and MISS does not
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RE: WiTP ASW Scen Design - Not RHS

Post by castor troy »

ORIGINAL: treespider
ORIGINAL: castor troy

ORIGINAL: JWE


The 'rattles' could be either. Nik tells me there were tweaks made in several patches, and I'm looking at 1.5?? I think. But if a message says 'damage', then you got some (damage).

BTW, Brother Nik told me that when he, Mike Wood and Michaelm twiddled and tweaked to get the code in its current form, they implemented a wider spread of "hits" with moderate # of "hits" and a spacing of few critical hits (those critical hits being the old way where the DC device actually "Hits" the sub like in a surface ship battle and "penetrates" the belt armor hit location for serious damage, float and fire damage).

this exactly describes what I´m experiencing in my games. Near misses that create a message where it´s "near miss DAMAGES sub" that do a couple of sys damage points each and "MK xy (or Type yx) HITS sub" that do A LOT of damage, two HITS are easily enough to sink a sub (in the game). One HIT and half a dozen near misses is most often enough to sink one.

Now the question is why doesn´t jwilkerson experience the same in his games? [:D]


Because a HIT (in the code not the text response) = text response of "HITS" or "NEAR MISS DAMAGES..." and actually inflicts damage, the text response being dependent on the amount of damage inflicted

Whereas a MISS (not the text response NEAR MISS = text response of "SKIPPER EVADES..." or "NEAR MISS RATTLES..." and does not inflict damage

In other words there are two types of NEAR MISSES -
-a NEAR MISS HIT and
-a NEAR MISS MISS


HITS cause damage and MISS does not



that is what I´ve been trying to say since the first of my posts in this thread... and just from looking at the results, without having a look into the code...
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RE: WiTP ASW Scen Design - Not RHS

Post by treespider »

ORIGINAL: castor troy

ORIGINAL: treespider
ORIGINAL: castor troy




this exactly describes what I´m experiencing in my games. Near misses that create a message where it´s "near miss DAMAGES sub" that do a couple of sys damage points each and "MK xy (or Type yx) HITS sub" that do A LOT of damage, two HITS are easily enough to sink a sub (in the game). One HIT and half a dozen near misses is most often enough to sink one.

Now the question is why doesn´t jwilkerson experience the same in his games? [:D]


Because a HIT (in the code not the text response) = text response of "HITS" or "NEAR MISS DAMAGES..." and actually inflicts damage, the text response being dependent on the amount of damage inflicted

Whereas a MISS (not the text response NEAR MISS = text response of "SKIPPER EVADES..." or "NEAR MISS RATTLES..." and does not inflict damage

In other words there are two types of NEAR MISSES -
-a NEAR MISS HIT and
-a NEAR MISS MISS


HITS cause damage and MISS does not



that is what I´ve been trying to say since the first of my posts in this thread... and just from looking at the results, without having a look into the code...


But you have to remember "NEAR MISS" is simply chrome.

A HIT that inflicts a certain amount of damage will trigger a text string that reads "NEAR MISS DAMAGES..."

and a MISS may trigger a text string that reads "NEAR MISS RATTLES...."

So in the end a NEAR MISS is simply chrome because in actuality it is either a HIT or a MISS and not really a NEAR MISS.
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RE: WiTP ASW Scen Design - Not RHS

Post by Dili »

How does one model how quiet a sub is? That's the most important factor in surviving ASW attacks. Part of it would be crew/captain experience, and part would be boat characteristics. That's also the reason subs creep under attack.
 
For active sonar that doesnt matter, also a bunch of DC exploding doesnt help the listening . Coastal or a bottom with many old wrecks or an acessible(=not very deep) rocky bottom, many salinity levels and termoclimes might affect active sonar.
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RE: WiTP ASW Scen Design - Not RHS

Post by JWE »

ORIGINAL: Dili
How does one model how quiet a sub is? That's the most important factor in surviving ASW attacks. Part of it would be crew/captain experience, and part would be boat characteristics. That's also the reason subs creep under attack.

For active sonar that doesnt matter, also a bunch of DC exploding doesnt help the listening . Coastal or a bottom with many old wrecks or an acessible(=not very deep) rocky bottom, many salinity levels and termoclimes might affect active sonar.
In the game, you don't. IRL is lots of fun, but this is, after all, just a computer game.

I've been trying, for years, to sync up my Victory at Sea soundtrack with the game. Just don't seem to work. Golly, wonder why.
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RE: WiTP ASW Scen Design - Not RHS

Post by Dili »

okay i tought you were talking about alternate reality and not about witp ;)
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RE: WiTP ASW Scen Design - Not RHS

Post by el cid again »

ORIGINAL: castor troy

It´s not just sometimes it´s 100% of the time in my PBEMs that subs get damaged (heavily damaged) by the messages "near miss damages sub" (again, not the "near miss rattles sub".

My ports are full of subs with 40+ sys damage just from the "near miss damages sub" message.

You and I must be playing different mods - so the sys damage values are not as high- but I confirm this general statement - just that the SYS damage is often well below 40. But near miss damages sub does add sys damage - possibly one point per message in the normal case - and possibly if you get a rare role - more than that.
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RE: WiTP ASW Scen Design - Not RHS

Post by el cid again »

ORIGINAL: vettim89

ORIGINAL: JWE

Perhaps one of the reasons you don’t see hedgehogs or mousetraps in the stock game, is their peculiar characteristics, and the inability of the game code to adequately account for them.

The general hedgehog fired maybe 20 projectiles, each with about 65 lbs of torpex. This is compared to a Mk-6 DC with 300 lbs of explosive charge, or a Mk-7 with 600 lbs. The issue is how to portray this in terms of the game code.

The present editor ‘effect’ values do indeed show the Mk-7 DC with ‘effect’ of 600 (and the Mk-6 with ‘effect’ of 300), but the various hedgehogs are shown with ‘effect’ of 35. This should likely be adjusted to 65, in accord with IRL. But this still doesn’t help in determining patterning.

The code looks at ‘salvos’, so if you have a single hedgehog launcher, with ammo of 20 or 25, you will get a single attack, with a “chance to kill” based on an ‘effect’ of 35 or 65. Since ammo is 20 or 25. You ‘could’ get 20 to 25 ‘salvos’, but the game code doesn’t go that long, so your hedgehog is “practically” ineffective; you might get 6 or 7 shots (out of 20 or 25) at a kill numeric of 35 or 65 for each shot.

There are a couple ways (lots actually) that modders can accommodate these seemingly disparate elements. The one I found most effective is to have 1 hedgehog device with “Num” of 20; maybe ammo of 2 or more if you have reloads on your mind. This gives you 1 ‘salvo’ of 20 ‘rounds’, with 20 “chances to hit”, each with a ‘chance to kill’ based on the device ‘effect’ of 35 (or 65). This takes up lots of time if you have ‘combat screens’ turned on, but – what the hey – it’s your nickel.

Editor values and detailed support are available upon request. Ciao.

John

But the problem is while Mousetrap and Hedgehog had relativelive small warheads, they were direct contact weapons as opposed to the area of effect DC's. So while out of a salvo of 20 only one weapon "hit", that hit was often more devastating than a the larger warhead of a DC that exploded nearby. They were essentially shells that hit the sub. So if an ahead thrown weapon hit damage was assumed. One or two hits was considered enough to sink most subs. The USN went from a 6% kill rate initially up to 10% by war's end. That means 10% of all shots by these weapons killed their targets.


The devices are in the stock game. There are no less than four slots dedicated to them - and at least the two HH slots should be combined - since there is no difference in the way they would be treated by us - unless you think the shift to ellipitical from circular changed the accuracy - which does not appear to be the case.

I am not sure what the per centage rates above are related to - but they cannot be per cent per round nor per cent per salvo. It is true that at first HH was not effective at all - that it became more effective in later years as operational techniques changed - and I supppse we could have two slots (early HH and late HH?) to reflect that change. But if you get into the technical details - you learn that it was decided never to even shoot vs a deep submarine - and our code won't let us do that - it is always going to shoot with the weapon if the submarine is detected. Further - it isn't probably known if the sub is deep or not even if code wante to look - this is semi-abstract - subs are really treated like surface ships except momentarily in some cases - and then it is anything but likely the sub is really maneuvering tactically - changing depth - changing speed - changing heading. Whatever value a modder selects must (and will) cover ALL cases - including those where the AS ship woult not even fire - and would not hit if it did fire. The only way I see to get at that is to use a statistical averaging technique:

if effectiveness = n at periscope depth

then the value we use = n divided by k - where k is the number of possible depths in our semi-abstract model we want to assume the average submarine might be at

I think the original device value was 60 - and I think a reasonable k might be 5 - so that might yield an accuracy of 12 - IF there was any reason to believe in the original value of 60. Real world data suggests this is may be entirely too high - that the chance of a hit is very low indeed per projectile, salvo or total attack. And one real world veriable IS in the code - an experienced ship should do better - and does.

The way to simulate the contact projectiles is give them full value of their charge - where as a DC should use a fraction - for the moment I recommend half of charge - and that may well be too high. But the "range" of damage for a DC is low - 6 to 9 meters (small and large) - so I don't think the charge will be divided by a really big k in spite on not actually hitting

FYI - when I studied DC design history once - I learned they assumed that there was a space between the sub deck and the pressure hull - and designed the charge to crack a German Type VII hull if it hit a German Type VII deck - that is 22 mm at a distance of about 1 meter.
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RE: WiTP ASW Scen Design - Not RHS

Post by el cid again »

ORIGINAL: herwin

ORIGINAL: vettim89

ORIGINAL: JWE

Perhaps one of the reasons you don’t see hedgehogs or mousetraps in the stock game, is their peculiar characteristics, and the inability of the game code to adequately account for them.

The general hedgehog fired maybe 20 projectiles, each with about 65 lbs of torpex. This is compared to a Mk-6 DC with 300 lbs of explosive charge, or a Mk-7 with 600 lbs. The issue is how to portray this in terms of the game code.

The present editor ‘effect’ values do indeed show the Mk-7 DC with ‘effect’ of 600 (and the Mk-6 with ‘effect’ of 300), but the various hedgehogs are shown with ‘effect’ of 35. This should likely be adjusted to 65, in accord with IRL. But this still doesn’t help in determining patterning.

The code looks at ‘salvos’, so if you have a single hedgehog launcher, with ammo of 20 or 25, you will get a single attack, with a “chance to kill” based on an ‘effect’ of 35 or 65. Since ammo is 20 or 25. You ‘could’ get 20 to 25 ‘salvos’, but the game code doesn’t go that long, so your hedgehog is “practically” ineffective; you might get 6 or 7 shots (out of 20 or 25) at a kill numeric of 35 or 65 for each shot.

There are a couple ways (lots actually) that modders can accommodate these seemingly disparate elements. The one I found most effective is to have 1 hedgehog device with “Num” of 20; maybe ammo of 2 or more if you have reloads on your mind. This gives you 1 ‘salvo’ of 20 ‘rounds’, with 20 “chances to hit”, each with a ‘chance to kill’ based on the device ‘effect’ of 35 (or 65). This takes up lots of time if you have ‘combat screens’ turned on, but – what the hey – it’s your nickel.

Editor values and detailed support are available upon request. Ciao.

John

But the problem is while Mousetrap and Hedgehog had relativelive small warheads, they were direct contact weapons as opposed to the area of effect DC's. So while out of a salvo of 20 only one weapon "hit", that hit was often more devastating than a the larger warhead of a DC that exploded nearby. They were essentially shells that hit the sub. So if an ahead thrown weapon hit damage was assumed. One or two hits was considered enough to sink most subs. The USN went from a 6% kill rate initially up to 10% by war's end. That means 10% of all shots by these weapons killed their targets.

Can't be. It took an average of 1000 weapons expended per sub sunk.

And this may not have changed much. In 1982 RN expended about that many rounds for no subs sunk (submerged). [There was a case of a submarine damaged to the point of capture on the surface by missiles - but it was not able to submerge - and a surface attack by anti-surface missiles should not be regarded as an ASW attack even if it is against a submarine] There were about 200 attacks - many with just one smart round - many with three Squid projectiles - and many with DC patterns - so the total is a multiple of 200 - possibly approaching 1000 - but not greatly exceeding it. On the other hand, the REASON for all those misses - which would be even more germane in WWII - is that 199 of the 200 attacks had NO submarine as target -

but the one that did have a sub as target failed to damge it - and interestingly it was a classical DC attack

When the captain was interviewed by USNI Proceedings he was asked if it was a heavy depth charging - to which he responded

"I don't know - it was my first time - I have no point of comparison"

But I believe - had it been serious - he would have known - and there would have been some damage.


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RE: WiTP ASW Scen Design - Not RHS

Post by el cid again »

ORIGINAL: JWE

ORIGINAL: vettim89
But the problem is while Mousetrap and Hedgehog had relativelive small warheads, they were direct contact weapons as opposed to the area of effect DC's. So while out of a salvo of 20 only one weapon "hit", that hit was often more devastating than a the larger warhead of a DC that exploded nearby. They were essentially shells that hit the sub. So if an ahead thrown weapon hit damage was assumed. One or two hits was considered enough to sink most subs. The USN went from a 6% kill rate initially up to 10% by war's end. That means 10% of all shots by these weapons killed their targets.
That may be quite true, but this thread is about how the code calculates results, not what they may have been IRL. There is a difference. Ciao.

John

I think you are both right. For some reason JWE - who is doing a service by revealing what he reads in code - is confused about HOW we use that information to get good results. UNLESS CAIO is right - and we relate how the code works to how things really work - we will NEVER get a simulation game - and we may as well play Risk. Perhaps JWE does not understand that we can manipulate outcomes by code by how we set the data in the database???
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RE: WiTP ASW Scen Design - Not RHS

Post by el cid again »

ORIGINAL: AlaskanWarrior

ORIGINAL: JWE

Perhaps one of the reasons you don’t see hedgehogs or mousetraps in the stock game, is their peculiar characteristics, and the inability of the game code to adequately account for them.

The general hedgehog fired maybe 20 projectiles, each with about 65 lbs of torpex. This is compared to a Mk-6 DC with 300 lbs of explosive charge, or a Mk-7 with 600 lbs. The issue is how to portray this in terms of the game code.

The present editor ‘effect’ values do indeed show the Mk-7 DC with ‘effect’ of 600 (and the Mk-6 with ‘effect’ of 300), but the various hedgehogs are shown with ‘effect’ of 35. This should likely be adjusted to 65, in accord with IRL. But this still doesn’t help in determining patterning.

The code looks at ‘salvos’, so if you have a single hedgehog launcher, with ammo of 20 or 25, you will get a single attack, with a “chance to kill” based on an ‘effect’ of 35 or 65. Since ammo is 20 or 25. You ‘could’ get 20 to 25 ‘salvos’, but the game code doesn’t go that long, so your hedgehog is “practically” ineffective; you might get 6 or 7 shots (out of 20 or 25) at a kill numeric of 35 or 65 for each shot.

There are a couple ways (lots actually) that modders can accommodate these seemingly disparate elements. The one I found most effective is to have 1 hedgehog device with “Num” of 20; maybe ammo of 2 or more if you have reloads on your mind. This gives you 1 ‘salvo’ of 20 ‘rounds’, with 20 “chances to hit”, each with a ‘chance to kill’ based on the device ‘effect’ of 35 (or 65). This takes up lots of time if you have ‘combat screens’ turned on, but – what the hey – it’s your nickel.

Editor values and detailed support are available upon request. Ciao.

John
This is the conclusion I came to a while back as far as 1 device with many chances of hits.. It also helps to decrease the accuracy if you do this to say 30.

This will still produce vastly too many hits - nothing on the order of 1 per 1000 projectiles fired. The conclusion I have long toyed with - and now am testing - is 1 device with one chance of a hit - which chance assumes a pattern of 24 (not 20) projectiles. I do think the damage of a contact weapon should be higher than a near miss DC weapon - so I am making effect = charge (just like CHS and stock) for HH and Mousetrap - that is 35 in both cases since Mousetrap ended up using the HH projectile - while a DC gets a fraction of charge - yet to be determined - but for first pass calculations using half.

One advantage of a HH ship is it gets a die roll (shot) for every mount IN ADDITION TO its DC shot. Thus a DE with 2 HH gets 3 rolls - while a ship with just DC gets only 1 roll. Another advantage is that it appears that the HH shots have a higher PK than a small DC pattern does - but not quite as good as the largest DC patterns do. You are getting 2 (if one HH) or 3 (if two HH) high PK shots with a late war ship so fitted - so the chance of doing something is much higher than a primitive ship without HH. But in all cases the average attack shot (for the total pattern or total of 24 HH rounds) should not do anything. Only such an approach is going to get ASW in the right ball park IMHO - anything else is going to have subs as short lived chrome whose chances of survival when opposed are almost nil: Right now if I see a sub I can either sink it or send it packing with damage - every time - almost every time on the first day I hunt it - even as Japan.
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RE: WiTP ASW Scen Design - Not RHS

Post by el cid again »

ORIGINAL: castor troy
ORIGINAL: jwilkerson

The WPO and subsequent port to stock of the revised surface ASW code ... does produce "near misses" ... which are (mostly) for chrome. Rarely they do produce real damage but not mostly (well except for the specially hard-coded case where username=castor !) ... [:D]


I don´t want to be a smart ass or someone who´s really annoying but just put up a test. If those near misses are just for chrome you will be super amazed that 99% of your subs which receive 10 near misses (with no real hit!) will end up with sys damage between 15 and 30. This is what I see in every of my game. Just look through my AARs. I always include the hits and near misses and often enough it´s: SS Harder gets 6 near misses and ends up with 16 sys damage, sub retires to homeport. Like I said, I´m not putting up test scenarios but am playin a lot. Again, I´m speaking about those "near misses" that show up as hits afterwards in the combat report. The "near misses RATTLE sub" don´t show up in the cr and they do NO damage at all. But, again, the near misses DAMAGES sub messages do result in damage and for sure not only rarely but most of the time. And I like it that way, I´m not ranting that I don´t like it. I just wanted to point out that those near misses are surely not only for chrome. Or perhaps I don´t understand the term "only for chrome".

And that´s just what I see. Wouldn´t it be that way, I wouldn´t say it. [:(]


Castor is right. I confirm in hundreds of runs. The only variable is how much damage you take varies with the peculiar device and ship and sub values of the mod selected.
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RE: WiTP ASW Scen Design - Not RHS

Post by el cid again »

ORIGINAL: herwin

ORIGINAL: AlaskanWarrior

So sink rate and weapon effectiveness have no effect at all?


I think you might be getting a blank stare with that question. The programmers didn't understand ASW at all.

I am slightly more charitable: the programmers did not have the time (= money) to build a sophisticated model - so they did a crude one.
And there is a lot of good stuff in that crude model too - more than just a die role anyway. IF a sub can go deeper - it is harder to hit.
IF a sub can go faster - it is harder to hit. IF an ASW vessel has more stuff - it is more likely to hit. But Matrix never calibrated anything - no time (= money) - so the values in the data set were just raw - and way too high. Then too - if they thought about it - "who would want to play a game where you had to watch lots of ineffective ASW attacks - it will be more fun if the rate is too high" might have been deliberate - to create a more salable product.

We can consider these factors statistically and select accuracy values and effectiveness values to yield results in the right range. We need to calibrate - to get values below what is right and then multiply by a constant so they are right. We CAN do that - if we understand this is a semi-abstract model - so we use average values for all attacks: code is going to attack every time - so only average values are going to be right. A HH would not be used vs a deep sub- but our code will use it. Well - average values can be thought of as including the case they were attacking a whale - or misidentified rock - IF accuracy should be 60 at periscope depth - it needs to be less than that to cover all the attacks that are at greater depth in game terms - but it also can be thought of as simply attacks vs a false datum IRL. False datums are not only common - they are much more common than real datums are - and the "real" ones often have the wrong position in some sense (bearing, range or depth - or a combination). Averages will work very well with this crude model.
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RE: WiTP ASW Scen Design - Not RHS

Post by el cid again »

.

But you have to remember "NEAR MISS" is simply chrome.

A HIT that inflicts a certain amount of damage will trigger a text string that reads "NEAR MISS DAMAGES..."

and a MISS may trigger a text string that reads "NEAR MISS RATTLES...."

So in the end a NEAR MISS is simply chrome because in actuality it is either a HIT or a MISS and not really a NEAR MISS.

Which is very nice work by Matrix. Because a hit that does some damage really is a near miss - the string has it right.
Note the code also allows for a DC to hit - which means direct hit I suppose - very nice work Matrix.

A lot of the confusion here is linguistic and nothing more. A player can be forgiven for believing what the messages says -
at least by me. But now we know - "near miss damages sub" means "near miss close enough to cause damage" - or
"hit but not direct contact hit" - and we can stop being confused - and stop arguing.
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RE: WiTP ASW Scen Design - Not RHS

Post by herwin »

ORIGINAL: Dili
How does one model how quiet a sub is? That's the most important factor in surviving ASW attacks. Part of it would be crew/captain experience, and part would be boat characteristics. That's also the reason subs creep under attack.

For active sonar that doesnt matter, also a bunch of DC exploding doesnt help the listening . Coastal or a bottom with many old wrecks or an acessible(=not very deep) rocky bottom, many salinity levels and termoclimes might affect active sonar.

For active sonar, sonar cross section does matter; however, WWII active sonar didn't have much range anyway. It was basically used for targeting.

Noisy and cluttered backgrounds didn't help.

A bunch of DCs exploding prevented sonar from being used for fifteen minutes or more.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
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RE: WiTP ASW Scen Design - Not RHS

Post by el cid again »

It is a good thing Matrix did not model noise: we have little noise data. Further - Matrix simple system is right - there were no quiet subs in WWII - all had too many vents - no rafted engines - a dozen other things I might list. And the revolution of the snorkle simply triples the sound of the diesels (more hull area acting like a drum head to put sound energy into the sea - on the surface less of the sub is in the water to do that). So - snorkes not being part of Matrix design - all subs are more or less equal - noise wise. All would be rated Noisy in a modern game system. Which matters very little since even a noisy sub is quiet if it stops moving. Also it matters very little because the hydrophones were pretty basic - and not going to work at vast ranges either. The variations are well covered by die rolls. Noise modeling is not the big deal then it is now - and we have no way to look up the noise of a (name it) class sub anyway. Nor are there sensor devices we could program to give relative advantages to listeners - which are more or less equal as well. The exceptions were not even PTO.

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RE: WiTP ASW Scen Design - Not RHS

Post by herwin »

I'm sort of in agreement, but we do have the noise data--the USN data from WWII was declassified about thirty years ago.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
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RE: WiTP ASW Scen Design - Not RHS

Post by mikemike »

This is slightly OT. I own a monograph about the German Type XXI subs. Their intended standard attack tactic was shooting at depth (100-200 feet I think) on target data obtained by an active sonar. The author remarks that "passive sonars of the time would not have been able to locate an active sonar", that is, they might have heard an active sonar operating, but could not have pinpointed its bearing or distance. I assume this was tested at the time, but can anybody confirm that this would have been so and explain why? On modern terms I know that a sub using active sonar is in effect shouting, "I'm here, kill me!". So what was different in WWII? Incompatible frequencies?
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RE: WiTP ASW Scen Design - Not RHS

Post by herwin »

ORIGINAL: mikemike

This is slightly OT. I own a monograph about the German Type XXI subs. Their intended standard attack tactic was shooting at depth (100-200 feet I think) on target data obtained by an active sonar. The author remarks that "passive sonars of the time would not have been able to locate an active sonar", that is, they might have heard an active sonar operating, but could not have pinpointed its bearing or distance. I assume this was tested at the time, but can anybody confirm that this would have been so and explain why? On modern terms I know that a sub using active sonar is in effect shouting, "I'm here, kill me!". So what was different in WWII? Incompatible frequencies?

Distance--no. For that you need echo delay measurements or do TMA. Bearing--yes--if you got a long enough train of signals. Grossly speaking, you can localise a signal in azimuth just by comparing the intensity and timing in each ear, but for better than that in WWII you had to mechanically steer the receiver to point at the sound source. Post war, we started using sonar arrays, waterfall displays, and computers to identify the angle associated with the peak intensity.
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el cid again
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RE: WiTP ASW Scen Design - Not RHS

Post by el cid again »

ORIGINAL: herwin

I'm sort of in agreement, but we do have the noise data--the USN data from WWII was declassified about thirty years ago.

But I am not aware that that data covered all possible submarines of all nations - and if it does not - we would have to guess for
a RTN, RNN, RN, name it class sub. And anyway - it is not very available - and Joe said we should be using standard reference data so
anyone with reasonable access to a library can confirm our data (when he supervised me on CHS work). If we honor the principle
of using generally available data - I don't think we can get there from here.
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