SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Modern-Era Subsims > Dangerous Waters > DW Mod Workshop
Forget password? Reset here

Reply
 
Thread Tools Search this Thread Display Modes
Old 12-03-09, 05:06 AM   #1
Pillar
Electrician's Mate
 
Join Date: Sep 2002
Posts: 138
Downloads: 5
Uploads: 0
Default A doctrine problem in DWX

I was doing some tests with a Cuban Blockade scenario and found that there exists a doctrine problem with the C.F. Adams DDG's. When they pick up a contact on active (in this case, a Foxtrot sub), they turn and accelerate up to 21 knots and run a search pattern.

The problem is, first, the speed increase washes out their ability to continue getting active sonar contacts on the Foxtrot. Second, their search pattern is much too large -- they exceed the contact distance by ~3-5miles after passing by it and run legs at about that distance. The contact times out every time.

I suspect this is caused by having the C.F. Adams use a doctrine for a more modern destroyer, perhaps a Spruance class or something. I don't know though, just reporting what I see.

Just confirmed this with other ship types, like the Kotlin class. This makes them incapable of fighting submarines.

Last edited by Pillar; 12-03-09 at 05:32 AM.
Pillar is offline   Reply With Quote
Old 12-03-09, 02:50 PM   #2
Hawk66
Samurai Navy
 
Join Date: Sep 2006
Location: Germany
Posts: 597
Downloads: 36
Uploads: 0
Default

Is DWX using special doctrines for sub hunting? Stock/LWAMI does not so (to my knowledge).
Hawk66 is offline   Reply With Quote
Old 12-03-09, 08:52 PM   #3
Pillar
Electrician's Mate
 
Join Date: Sep 2002
Posts: 138
Downloads: 5
Uploads: 0
Default

Yeah, I have no idea. But the burn up to 21kts pretty much makes tracking impossible and they lose the contact
Pillar is offline   Reply With Quote
Old 12-03-09, 10:32 PM   #4
Pillar
Electrician's Mate
 
Join Date: Sep 2002
Posts: 138
Downloads: 5
Uploads: 0
Default

Some further testing shows that if you change bottom type to sand from rock, the problem goes away. I'm pretty sure that the problem is that the contact, being an active sonar contact, is getting lost when the ship accelerates. Here is a mission to test this, which demonstrates the behaviour. http://www.mediafire.com/?m0zmhm5dze2
Pillar is offline   Reply With Quote
Old 12-07-09, 07:33 AM   #5
Pillar
Electrician's Mate
 
Join Date: Sep 2002
Posts: 138
Downloads: 5
Uploads: 0
Default

Just a note that I would like feedback on this if anyone knows what is going on, whether this is actually a bug or by design, etc. Thanks.
Pillar is offline   Reply With Quote
Old 12-07-09, 11:24 AM   #6
-GrayOwl-
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by Pillar View Post
Just a note that I would like feedback on this if anyone knows what is going on, whether this is actually a bug or by design, etc. Thanks.
It not a problem of the doctrine.
It is a problem of the engine of game.

It occurs for the following reason:

When the basis bottom sand - level of detection low.
The ship can not classify Sub Target as "Hostile".
The speed is increased up to 21 units (MaxSpd (32 knots) * 0.65 = 21)

When the basis bottom rock - level of detection high.
The ship is capable to classify Sub Target as "Hostile".
Therefore speed does not grow up to 21 units.

In the version 1.1 we shall lower this speed up to reasonable value - ship the contact will not lose.
The separate doctrine for behaviour of the ship vs a Submarine also will be made.
Now it does not cope in any way. The ships use the doctrine only for protection vs missile or evade from torpedoes.

For attack of a Submarine - uses drivers by the into engine of game.
Now, the Ship doctrines at detection of a Submarine, gives a command only to let out a towed CM. It is more than any actions is not made:
IF ( TgtType $= "SUB" ) THEN { CounterMeasureIdx TowedAcousticsIdx } ENDIF

Last edited by -GrayOwl-; 12-07-09 at 11:39 AM.
  Reply With Quote
Old 12-09-09, 05:39 AM   #7
Pillar
Electrician's Mate
 
Join Date: Sep 2002
Posts: 138
Downloads: 5
Uploads: 0
Default

Ok good to know what's going on here. Thanks
Pillar is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 06:26 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.