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Old 11-17-10, 05:38 AM   #99
Seamutt
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Join Date: Nov 2010
Location: Helsinki, Finland
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The next edition has all AI visual sensors reworked to have visual contacts occur at about the same range they would for a human operator. Pushing the detection envelope out should also push the identification range.
Glad to hear. I was just testing what we have now on the FFG mission East Timor. It seems that the chopper IDs (hostile) and classifies the
hostile missle ships, but does not ID nor classify the yacht. I've noticed this before that sometimes it IDs/classifies contacts and sometimes
not. I'm linked with the helo and I've tried doing flybys with the setting on acoustic and also on radar (with REMRO on). Is there something
I'm missing here?

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-Is it just me or is the FFG's passive sonar absolutely useless? I think it should pick up merchants and torpedos a little better. It's not just you, it sucks.
Yeah, Is there any plan to improve it or has it been realistically modeled this way?

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-Someone has mentioned this before. The FFG has no active intercept and in the mod as in reality torpedos don't show up on active very well. Is it realistic to not have active intercept? I know a console can't be added for this, but is there anyway to get the information? perhaps directly to the NAVmap? This is one of things which is badly needed for the FFG.
I'm open to ideas, but I don't have any of my own.
I have a couple ideas, but I don't know what we can do with the code so here goes.
-An active intercept would automatically show up as a passive sonar contact on the NAV map and be updated with every ping.
-Would it be possible for the torpedo to show up on the NAV map when it is within 1000-3000 yrds? Approximate position of a torpedo can be
deduced with active intercept so this would just be skipping the middle man and putting the info directly on the NAV map.

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-There are no sound returns in FFG's grams while the buoy is active. Is this a feature of LWAMI?
No.
Interesting. With Stock DW, there is audio. With finiteless' audio mod, there is audio. But with LWAMI there is no sound.

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I would say that it's better for the littorals rather than that it works better in them. The Mk54 is not a deep diving weapon, but has a range advantage over the Mk50. I generally think of the Mk54 as a cheap weapon to use against SSKs or subs in shallow water, while the Mk50 is the Cadillac torpedo to send after high-performance SSNs in deep water. Also, I'm not 100% sure about this, but I think the Mk54 doesn't go as deep when it splashes down.
Ok, good to know, we should check if that shallower splash down depth is true and model it if we can.

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I'm not even sure sound-speed was ever changed from the way it was in stock DW. We did reduce base PSL, though. Anyway, I see a General Torpedo thrust set to +10, which means a torpedo at max speed is 10 points louder than one that's stationary. Considering even a "slow-running" torp is going to be on the high end of the scale, there isn't much stealth to be gained with lower speed settings, ceteris paribus. What does matter is torpedo type and cavitation. Cavitating = will be detected for sure. Monopropellant torps = will be detected also. A non-cavitating electric torpedo might be able to sneak up on someone.
Yeah good point. It's cavitation curve for speed vs. depth should be better than a sub's because the props on a torpedo are much much smaller and torps are more hydrodynamic with less extruding surfaces. But on the other hand i don't know how much vibration isolation there is between the motor and the frame and a smaller prop means faster rotation which = more cavitation potential. This information about the torp cavitation curve is most likely not accessable in DW. The cavitation curves for the subs were made by emperical testing.
And do torpedos operate the same way as in Jane's 688(i)? They run at set speed, then enable and only after finding a target they accelerate to
max speed? Now with LWAMI, the passive washes out at 45kts, does a passive torp still accelerate to max speed or remain at set speed?
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Seamutt
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