As a Retired Submariner I would add that in real life cavitation can vary in intensity or strength as a function of RPM, Speed, and depth. Taking the example of 20 Kts: 20X20 - 100 =300 feet. At 300 feet and 20 kts cavitation might just barely be occurring. "Liglt cavitation" or the "inception of cavitation. Go shallower to say 200 feet and twenty kts and the cavitation would likely be considerably louder. Now go down to 400 feet depth and say five knots. No cavitation present. If we open the throttles wide to increase speed to say, 20 kts, we will cavitate transiently until the boat speed increases. Once back to 20 kts at 400 feet there would be no cavitation per our model as we are below 300 feet. Real world. PS I would love to try the game, but I am not sure my computer would handle it. AMD E1-2100 1 Ghz processor.
Thanks for the addition! According to steam, the minimum requirements are OS: XP Processor: Intel Atom Memory: 2 GB RAM DirectX: Version 9.0c Storage: 2 GB available space You can always buy it on steam, try it out, and if it doesn't work you can refund it (store.steampowered.com/steam_refunds/)
I know that this video is a bit old but the seawolf class submarine that just got implemented in the south china sea update, cavitates far less then other submarines due to a propeller shielding duct. For example the Seawoulf can travel 35 knots at 500 feet depth before cavitating ingame while the los angeles will begin to cavitate at 700 feet when travelling at 33 knots. So I think that the ingame cavitation formula now differs per submarine.
As a Retired Submariner I would add that in real life cavitation can vary in intensity or strength as a function of RPM, Speed, and depth.
Taking the example of 20 Kts: 20X20 - 100 =300 feet. At 300 feet and 20 kts cavitation might just barely be occurring. "Liglt cavitation" or the "inception of cavitation. Go shallower to say 200 feet and twenty kts and the cavitation would likely be considerably louder.
Now go down to 400 feet depth and say five knots. No cavitation present. If we open the throttles wide to increase speed to say, 20 kts, we will cavitate transiently until the boat speed increases. Once back to 20 kts at 400 feet there would be no cavitation per our model as we are below 300 feet.
Real world.
PS I would love to try the game, but I am not sure my computer would handle it. AMD E1-2100 1 Ghz processor.
Thanks for the addition! According to steam, the minimum requirements are OS: XP
Processor: Intel Atom
Memory: 2 GB RAM
DirectX: Version 9.0c
Storage: 2 GB available space
You can always buy it on steam, try it out, and if it doesn't work you can refund it (store.steampowered.com/steam_refunds/)
I don't even have the game but this was so interesting, I watched it anyway, great video!
Playing_Potato thanks, great to hear you liked it! :)
I know that this video is a bit old but the seawolf class submarine that just got implemented in the south china sea update, cavitates far less then other submarines due to a propeller shielding duct. For example the Seawoulf can travel 35 knots at 500 feet depth before cavitating ingame while the los angeles will begin to cavitate at 700 feet when travelling at 33 knots. So I think that the ingame cavitation formula now differs per submarine.
👍👍nice!
Gir thanks Gir! Now...why is there bacon in my soap?
I made it myself! :D
how much noise do cavitation?!?!
It varies.