Thread: Improvements?
View Single Post
Old 10-13-17, 08:41 AM   #7
shipkiller1
Electrician's Mate
 
Join Date: Jun 2017
Posts: 136
Downloads: 5
Uploads: 0


Default

Quote:
Originally Posted by Delgard View Post
I am not sure if I miss it, but knowing how old the last bearing to the target is would help me in my decision-making to fire a weapon. Often, I determine the general direction of movement for the vessels I am encountering so I offset my torpedo bearing several degrees to have a better chance with the torpedo detecting the target when it arrives in the target area.

This would come under my checking with the sonar guys as to the last time detected. In the game, that could just be another item in the contact report when I select that target.
As with all my suggestions, I do worry about 'feature creep'. Adding too much into the game as to take away from the 'play-ability'.....
While I do not think your suggestion would do this, we as a community need to watch for this...

On a real FCS, all of this information is available, although having the time of the last bearing is of limited use.

How this works in real life:

Sonar stops active track (faded or into baffles). The FCS will generate the contact using the last solution set by the operator. It also start growing the Area of Uncertainty (AOU) and can display this AOU if the operator wishes it. The AOU grows over time.

Now, if you take your contact through the baffles you lose contact for maybe one or two minutes. During this loss, the contact does not warp in or out 10k yards.. and the FCS will not update the system solution without operator intervention. It is up the operator to determine if the displayed or 'trial solution' is good enough to promote to the 'system solution'.

Now this is were this 'feature creep' comes into play... I do not want to have to do TMA (like in DW). I am perfectly content to let the game do you.

Something else, one of the updates had the target solution now being updated by own ships torpedo (provided that the unit was active and the wire was good), but if the torpedo loses track, or goes off after another contact, the game seems to lose or forgets all this data... no way this would happen in real life.. Torpedo data is TRUTH....

I did not want to get into the weeds here but having a Typhoon or Oscar launch a SS-N-16 at me was too much..

The SS-N-16 is a 650mm weapon and can only be launched from those tubes. Not all Soviet submarines have 650mm tubes... Serria's have four 650mm tubes, Victors have 650mm two tubes.... etc. etc..

This is another dumb thing.

You launch a torpedo in passive mode (you really would not do this in real life, exceptions of course) and the contact detects the incoming weapon. (OK so far, but I had to adjust this also. Targets were detecting the weapon WAY too far out....) Now as predicted your target does his torpedo evasion and speeds up.. so, you have a submarine doing flank and can still track an incoming passive weapon?????? an active weapon sure but not a passive weapon.
shipkiller1 is offline   Reply With Quote