Author Topic: Submarines  (Read 529 times)

Offline popeye

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Submarines
« on: February 08, 2001, 09:27:00 AM »
They're WAY slow, 2.5 hours per sector submerged, 1 hour per sector on the surface.

I kind of like the idea of hunting ships deep in enemy territory, but I don't think I'd have the patience to get there.

Also, might be just the thing for carrier groups camped offshore sending in waves of vultching chogs, but you'd have to be in the right place at the right time.

Any way to bring them into the game that would be any fun?


[This message has been edited by popeye (edited 02-08-2001).]
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Jay_76

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Submarines
« Reply #1 on: February 08, 2001, 10:29:00 AM »
Popeye...

I'd say surface subs would be faster than you think. They'd have to be paying close attention to the skies, though.

Isn't the sector 25X25 Km's??  Surely ww2 subs could do better than 25km/h... and in the interest of the game, I'd probably make them slightly more speedy than the carrier group, and submerged 1/3 or 1/4 of that.

How'd you handle spotting a submerged sub from the air??  That'd be my biggest concern.

Jay.

Offline Yeager

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« Reply #2 on: February 08, 2001, 10:42:00 AM »
If AH could model a simple sub and interface and a simple human model with interface I think we would have it pretty well wrapped up.

Yeager  
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Offline Ripsnort

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« Reply #3 on: February 08, 2001, 10:54:00 AM »
Japanese "I" boat sub with the airplanes on it...that would be best for this sim.

[This message has been edited by Ripsnort (edited 02-08-2001).]

Offline Jimdandy

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Submarines
« Reply #4 on: February 08, 2001, 11:03:00 AM »
LOL! After reading the tank dweeb story I can't imagine a single idea that we have talked about that HT doesn't have spinning around in his warped brain. I bet he's working on subs some where in the corners of his mind. Here's some data for you on speeds of WWII subs:

US Subs:

Old 'S' class:
Speed: 14.5 knots surfaced, 11 knots submerged.

New 'S' class:
Speed: 21kts surfaced, 9kts submerged.

'Gato' class:
Speed: 20kts surfaced, 8.5kts submerged.

German Subs:

Type VII:
Speed: 17.5kts surfaced, 7.5kts submerged.

Type IX:
Speed: 18.3kts surfaced, 7.5kts submerged.

Type XB:
Speed: 16.5kts surfaced, 7knts submerged.

Offline Sascha JG 77

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Submarines
« Reply #5 on: February 08, 2001, 11:55:00 AM »
*cough*

Don't forget:
 

the type XXI (118 commisionend).


Speed:
15,6 knots (surfaced)
17,2 (submerged)

Yes, it was actually faster under water.

Complete data is here: http://uboat.net/types/xxi.htm


Sascha

 

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Offline Jimdandy

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« Reply #6 on: February 08, 2001, 12:10:00 PM »
Sascha I have one like that parked out front.   I just posted a few to give some examples. Yes It was a bad sub alright. Great picture. Where is it supposed to be?

Offline popeye

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« Reply #7 on: February 08, 2001, 01:27:00 PM »
Perk the XXI!!!!

Just kidding, that's the one we need.  Thanks, Sascha.    
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Offline Maverick

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« Reply #8 on: February 08, 2001, 01:34:00 PM »
Sector is 25 MILES not kilometers. At 20 to 22 knots it would take an hour to transit one sector. The fleet is now currently running at 33 knots (or mph as no idea what PT boat indicator is calibrated at).

For game play you would have to be able to spawn ahead of the fleet as there is no way you could catch it in a pursuit. Then again there is no provision for ASW (anti submarine warfare) in AH either. That makes the subs unkillable. I doubt that HT will want to spend any time on this given his reluctance to make surface action improvements like adding a range finder for gunnery.

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Offline Jimdandy

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« Reply #9 on: February 08, 2001, 02:13:00 PM »
 
Quote
Originally posted by Maverick:
...I doubt that HT will want to spend any time on this given his reluctance to make surface action improvements like adding a range finder for gunnery.

Mav

LOL With the deviant behavior he has displayed in the past I wouldn't be surprised he's cruising around in one right now. LOL

Offline brady

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« Reply #10 on: February 08, 2001, 07:17:00 PM »
 
Sascha JG 77, is that the U-Willihan Bauer?

  YA perk the type 21  

Brady

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[This message has been edited by brady (edited 02-08-2001).]

Offline Nefarious

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« Reply #11 on: February 08, 2001, 10:14:00 PM »
Deffinatley Good Idea, but i see plenty drawbacks.


1)You would have to add a light cruiser/corvette, smaller than or equal to than the cruiser (with depth charges and 1 launchable float plane )  in the battle fleet because the battle fleet would not no that they were there / or equip the PT boats with depth charges.
3)There would have to be enough ports to allow for relativley playable patrols.
4)Arial Depth Charges would have to be introduced.

but it would be really f@#kin cool!!

There must also be a flyable computer available for Nefarious to do FSO. So he doesn't keep talking about it for eight and a half hours on Friday night!

Offline Duckwing6

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« Reply #12 on: February 09, 2001, 02:05:00 AM »
long travel times ? easy i say .. just do as you do with a CV, set them waypoints and go fly till it has reached the area of interest, then hop in and go hunt'in   they'd be cool to zap TGs that are running back and forth 4 miles off shore from the next field butr they would suck against a CV that's cruising at full bore in open water  unless luky enough to be in a good position ifront of the TG.. (kindda like it was in RL)

I think they might be kewl  

DW6

Offline Ripsnort

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« Reply #13 on: February 09, 2001, 12:12:00 PM »
 
Quote
These giant submarines were originally of the A2 type, but the design was revised after construction started in order to enable
them to carry a second aircraft. The seaplanes were to be the Aichi M6A1, a bomber able to carry a torpedo or an 800kg bomb.

 http://www.combinedfleet.com/type_am.htm

   

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[This message has been edited by Ripsnort (edited 02-09-2001).]

[This message has been edited by Ripsnort (edited 02-09-2001).]

Offline Jekyll

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« Reply #14 on: February 09, 2001, 05:30:00 PM »
There COULD be relatively simple solutions for most of the problems mentioned here.  I say COULD because I have no idea how difficult it would be to code.

PROBLEM:  Subs too slow to catch up to CV fleet.
SOLUTION: Allow subs to spawn from ports and 'close to shore' airfields.  OK you won't catch a CV group in a tail chase, but you couldnt do that in RL anyway.  At least this would make the current process of endless orbits of fields under attack by CV groups a more dangerous proposition.

PROBLEM:  Subs would be 'invisible'
SOLUTION: Make submerged submarines visible only to aircraft and ONLY if the submarine is less than 100 feet deep.

PROBLEM:  Submarines would be indestructible.
SOLUTION: Allow aircraft to set a fuse delay on their bombs, and have the bombs sink at a certain rate, say 10 feet per second.  Sub 100 feet down?  Set a 10 second delay on your bomb and away you go    Of course, a surfaced submarine would be able to be attacked with bombs, cannon or shellfire in the normal manner.



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