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Can DDs hear torpedo launch transients?

 
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Keelbuster



Joined: 17 Oct 2005
Posts: 263
Location: TO, ON

PostPosted: Sat Apr 29, 2006 7:10 pm    Post subject: Can DDs hear torpedo launch transients? Reply with quote

This must be an old question. But I want to ask it again:

Can DDs hear torpedo doors opening, closing, compressed air sounds during the torpedo launch? I've often wonder when I'm in a tight situation (like in the center of a TF) whether I should wait to be in escorts baffles to open the torpedo doors. Can this be heard? What about in multiplayer? Can you hear the other sub open it's doors? I know you can hear torpedoes (they sound wicked) but I don't know about the transients, or whether DDs are modeled to detect them.

Kb
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BettingUrlife



Joined: 04 Apr 2005
Posts: 258
Location: AM56 North Atlantic

PostPosted: Sun Apr 30, 2006 4:27 am    Post subject: Reply with quote

I have no proof about this, but it seems that escorts can't hear you, nor can they hear torpedoes. Occasionally to have my way with a weakly guarded convoy early in the war, I will destroy the escort then wreak havoc on the merchants. Not once has an escort started evasive action. The only time they do something is in daylight hours and they see the torpedo's wake.
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Keelbuster



Joined: 17 Oct 2005
Posts: 263
Location: TO, ON

PostPosted: Sun Apr 30, 2006 11:39 am    Post subject: Reply with quote

Yea - I think so too. It's a shame though - torpedoes are LOUD. When you're sitting there silently, and you launch a salvo, every DD in the area should freak out, that is if they're listening. I'll have to try in multiplayer to see if you can hear torpedo doors opening/firing noises over the hydrophone.

Also, I wonder about the compressed air sounds when you blow ballast?

Part of the reason I'm asking is that I'm wondering about the possibility of deathmatch in multiplay. Trying to track submerged contacts with the hydrophone+periscope,and estimating their course, and firing a salvo. Might be impossible, but I watched U-571 a couple weeks ago and am now really into the possibility WW2 sub-v-sub combat.

Kb
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Manock



Joined: 07 Jul 2002
Posts: 31

PostPosted: Sun Apr 30, 2006 2:04 pm    Post subject: Too Bad Reply with quote

I was just thinking about this last night. Getting ready to take on some convoys for the first time, & wondering if I need to take along some Fat course changing torpedoes.

Apparently not. If ships dont react to your torpedoes, they wont be dodging, & you can go for the straight shot.

Disappointing. Usually when an issue is not modded, Ill just pretend it is, and conduct the sim as if it is.

But not thinking of a way to pretend ships are evading unless wait a minute.

Could fire one torpedo into the convoy. Let it hit, then when convoy evades fire the Fats!

Damn, Im good. Gotta give this a try. Will report later.

Manock
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joea



Joined: 07 Jul 2002
Posts: 1534
Location: Canada now in Geneva

PostPosted: Sun Apr 30, 2006 2:05 pm    Post subject: Reply with quote

U-571? Confused No sub vs. sub combat occured in WWII, well a dozen or so u-boats were ambushed on the surface by mostly RN subs which were submerged. I suspect WWII hydrophones were not able to pick up transients. Modern subcombat is like the space shuttle vs. Lindberg.
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joea



Joined: 07 Jul 2002
Posts: 1534
Location: Canada now in Geneva

PostPosted: Sun Apr 30, 2006 2:06 pm    Post subject: Reply with quote

Oh and FATS were not designed to try to hit evading ships but as allied sensors got better u-boats had to attack from greater distances so this gave more of a chance to hit something in a large convoy, IIRC.
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Keelbuster



Joined: 17 Oct 2005
Posts: 263
Location: TO, ON

PostPosted: Sun Apr 30, 2006 2:15 pm    Post subject: Reply with quote

But they are also good for hitting evading ships....

long distance = course & speed uncertainty
evasion = course & speed uncertainty

Right?

Kb
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Keelbuster



Joined: 17 Oct 2005
Posts: 263
Location: TO, ON

PostPosted: Sun Apr 30, 2006 2:16 pm    Post subject: Reply with quote

joea wrote:
U-571? Confused No sub vs. sub combat occured in WWII, well a dozen or so u-boats were ambushed on the surface by mostly RN subs which were submerged. I suspect WWII hydrophones were not able to pick up transients. Modern subcombat is like the space shuttle vs. Lindberg.


Hmmm - yea - determining course and speed with the hydrophone would be very difficult. I still want to know if its possible. Historical faithfulness aside, multiplayer death match could be cool right?

Kb
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Manock



Joined: 07 Jul 2002
Posts: 31

PostPosted: Sun Apr 30, 2006 2:25 pm    Post subject: Disagree Reply with quote

I agree Fats were to aid long range shots but disagree on your why. Type I steam torpedoes coupled with uboat optics & computer were quite capable of hitting a merchant at its maximum range of 12.5 km. Have done so in this sim on unescorted merchants.

But by mid war, even the greenest of destroyers would have heard there long run time, and radioed for evasive maneuvers.

Hence Fats were invented. Though it appears they werent to effective as uboats stopped carrying the Fats later in the war.
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NeonSamurai



Joined: 10 Jan 2002
Posts: 504

PostPosted: Sun Apr 30, 2006 2:46 pm    Post subject: Reply with quote

Multiplayer deathmatch is virtualy impossible to do with ww2 submarines, both players know the other is there, trying to build up enough data to fire of a shot is impossible, plus subs can move in 3 dimensions and it would be very easy for a torpedo to be set at the wrong depth. Even accoustic torpedos will stick to their set depth precicely so that they dont accidentaly home in on the firing sub (which typicaly dives right after firing).

So good luck Smile
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