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Old 10-03-13, 05:53 AM   #11
emsoy
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Quote:
Originally Posted by biosthetique View Post
Now, let's take a look at something else. If Sub B is getting away from sub A, this is what we get, but what about if Sub B is closing on Sub A who is traveling at 10Kt toward sub B?....Then you can shoot that torpedo from a longer distance, because the distance gained on Sub B every minute, is greater as the Torp. speed will be added to the Sub B speed. Yet, The realistic game tells you the Torpedo range is still 6nm. At that point I am asking for a refund!
Thank you for your feedback Biosthetique,

As has been pointed out repeatedly, this simulator will continue to evolve as we get more feedback from our users.

Simulating technical limitations is one thing, taking into account practical 'field limitations' is another. In order to have a realistic sim we need to take into account both.

For instance, Soviet doctrine stated that torps should not be fired at targets beyond 13k yards. The chanse of actually hitting the target drops dramatically beyond that range while at the same time you notify the target about your presence and possibly even give away your (approximate) position. This goes for the super-heavy 650mm torps too, which would use their speed and range to catch up with a fleeing US CVN.

As such, the practical firing range in Command is limited to ca 6nm, even for high-end torpedoes. It makes sure that both the player and the AI adhere to the same real life technical/tactical/doctrine/field limitations. The ADCAP still has enough fuel to make it out to 20nm at 55kt, or 27nm at 40kt.

You mention 8nm and we could probably update the practical firing range from 6 to 8nm for the most capable torps such as ADCAP, Spearfish, DM2A4, etc.

It would also be great if you could back up your posts with more hard facts, along with links to the sources. Something as 'simple' as the max practical firing range for these high-end torps would help tons.

Thanks!
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