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Old 07-21-17, 03:27 AM   #64
Destex
Sailor man
 
Join Date: Oct 2013
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Default Isn't the TMA a little too perfect?

Quote:
Originally Posted by Wiz33 View Post
1. At what range will you place the contact? How do you differ it from a passive contact that you at least have a estimate range on?
I can think of multiple ways, let's not derail the discussion to it. In any case, there doesn't seem to be a whole lot of logic in how passive targets ranges are initially determined in CW now, I don't see why it should be any different with active intercept contacts. The thing is, if the game provides you a target for an ESM contact, why not for an active intercept? Given that ESM only targets exist in the game the burden of answer to that question is on you, that is, if you think active intercept targets are a bad idea.

Quote:
Originally Posted by Wiz33 View Post
2. Some sensors were used on more than 1 platform.
As I said so myself. That's indeed a concern, but I believe gameplay wise it would be a good compromise.

Quote:
Originally Posted by Wiz33 View Post
You can actually get TMA from ESM if you move a distance and then collect another set of data.
No, that won't work. In the 80's there's no TMA for ESM contacts due to low bearing accuracy of the ESM modules. But your statement is false even regarding TMA for targets tracked by sonar that produce accurate bearings. That's not how TMA works, see the discussion on this thread for extensive explanations from Shadriss, Shipkiller and myself.

Quote:
Originally Posted by Wiz33 View Post
4. Why as that solution % gets to be meaningless after a little while. isn't the faded out contact symbol enough?
You can't even click a faded out target, faded out targets remain on their position when contact was lost. That means you can't even pursue even the trivial tactic of monitoring a target from above the layer, reach a solution, and dive below the layer to a firing position because the target stops moving on your plot. The fact that you lost contact to it, doesn't mean it stopped moving.

Quote:
Originally Posted by Wiz33 View Post
5 less effect is more like it. Just wait till they fully modeled the towed array, it take minutes for it to straighten out and start functioning after every turn. Look at Jive's video, he call out 3 minutes at least for each leg of the TMA and there's a reason for it.
A. TAS is already in the game, you just don't see the towed array model.
B. TAS is besides the point anyway, since TMA doesn't react differently for TAS contacts. We can fully appreciate the TMA now using fixed sonar array contacts.
C. When watching Jive Turkey's videos, one should remember that he role plays, he sometimes do things or explain how things are done in real life even if they don't have real impact on the game. In numerous times I maneuvered
to perform 5 legs for a strong contact and didn't get a solution that eventually wasn't very far and wasn't very weak, because how TMA is currently modeled. That should not happen in real life and badly effects gameplay.

Quote:
Originally Posted by Wiz33 View Post
Wow, you must consider yourself one of the elite. The genre is dead because even someone with more than a passing interest won't get in without reading a 100 page manual and there's not enough bridge sim (sim lite) to get causal player interested. How many games like CMANO have you seen in the last decade? How many time have you seen so call hardcore player calling CW arcade? Did you see how bad Naval War AC got slammed by hardcore gamers on the forum?
For someone who has problems with realism in sub games, you argued against several gameplay improvements using (false) realism statements. Your lack of inconsistency is... interesting
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Last edited by Destex; 07-21-17 at 04:24 AM.
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