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Old 07-21-17, 05:22 AM   #16
Skyhigh
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Quote:
Originally Posted by Kazuaki Shimazaki II View Post
Because the enemy is quieter than they are.
Think about this for a second.

My sub is louder than my enemy's.

So let's SCREAM AND SHOUT by pinging, because hey, they could hear us anyway right, and if they hadn't, well they hear us now!

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Old 07-21-17, 09:30 AM   #17
jmr
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Originally Posted by Julhelm View Post
Mk48 is too good. .
But isn't that true according to publicly available data or do think it needs some adjusting solely for game play purposes?
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Old 07-21-17, 10:30 AM   #18
JhonSilver
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Originally Posted by jmr View Post
But isn't that true according to publicly available data
There should be a mod 4 at 1984.
those. i.e. 40/55 knots on the surface
The maximum run depth is 900 meters - (the engine stalls)
The deeper - the slower.
Given the average depth of run in the game is 400 feet
It's about 38/53 speed knot (not 60).

The maximum depth of launch was limited
due to the huge consumption of compressed air for a shot

Mk48 mod4 -

WeaponObjectReference=usn_mk48
WeaponDescriptiveName=Mark 48 Mod 4
...
MaxLaunchDepth=800
...
RangeInYards=32500
RunSpeed=38
ActiveRunSpeed=53
...
SensorAngles=70,15
SensorRange=2700
WeaponNoiseValues=170,230

and completely missed the problems with homing in the near-surface layer (less 100 ms. deep)

-------------------------------

and for ASW Mk37 -
there must be the hydrostatic self-liquidator for shallow run.
And the Mk37's maximum run depth is 200 meters.

WeaponName=MK37
...
MaxLaunchDepth=450
....
DepthSettings=LEVEL
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Old 07-21-17, 11:49 AM   #19
The Bandit
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Quote:
Originally Posted by JhonSilver View Post
There should be a mod 4 at 1984.
those. i.e. 40/55 knots on the surface
The maximum run depth is 900 meters - (the engine stalls)
The deeper - the slower.
Given the average depth of run in the game is 400 feet
It's about 38/53 speed knot (not 60).

The maximum depth of launch was limited
due to the huge consumption of compressed air for a shot

Mk48 mod4 -

WeaponObjectReference=usn_mk48
WeaponDescriptiveName=Mark 48 Mod 4
...
MaxLaunchDepth=800
...
RangeInYards=32500
RunSpeed=38
ActiveRunSpeed=53
...
SensorAngles=70,15
SensorRange=2700
WeaponNoiseValues=170,230

and completely missed the problems with homing in the near-surface layer (less 100 ms. deep)

-------------------------------

and for ASW Mk37 -
there must be the hydrostatic self-liquidator for shallow run.
And the Mk37's maximum run depth is 200 meters.

WeaponName=MK37
...
MaxLaunchDepth=450
....
DepthSettings=LEVEL
If you're going there though, I believe both the Mod 3 and Mod 4 (at least the Mod 4) had "Telecom" feature of 2 way communication so sensor data from the torpedo was transmitted back to the submarine. This overcame the "blind spot" problem whereby the target was obscured on sonar because you were putting a loud torpedo between it and yourself.

With the way that CW currently models sonar I'm not sure how possible it would be to accommodate this.
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Old 07-21-17, 12:59 PM   #20
Capt Jack Harkness
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Quote:
Originally Posted by Julhelm View Post
Mk48 is too good. I have actually been working on rebalancing the sensors, noise values on US vs Soviet subs and the campaign missions themselves. 68 in particular plays much better once formations are smaller and more dispersed, and you can use the Mk16's a lot more efficiently.

I think they should use active *sometimes* but not sure what the parameters for this should be. Perhaps once they are evading weapons and go fast, then they should start pinging so that they can return fire on you.
On the note of rebalancing noise values, I discussed in another thread the gap between the Skipjack and Permit noise vs the gap between Sturgeon and Los Angeles. Currently there's a huge difference in quieting between the Sturgeon and LA (15 dB, if I remember right) and a small difference between Skipjack and Permit (4 dB) despite the fact that rafting the turbines in the Permit supposedly made a huge difference to radiated noise... Was the anechoic coating and other tech just that much more effective on the LA or was rafting not actually as big of a factor in comparison?
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Old 07-22-17, 03:17 PM   #21
Raptor_Pilot
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Quote:
Originally Posted by Skyhigh View Post
Not sure if that is smart though. It means that all an American has to do is fire a torp into the blue to make every enemy reveal itself.

But if you have played this a lot, then you also know they ping at random, even without firing a shot. They ping all the time. Revealing themselves.

Shadriss also has a good point. So maybe don't ping at all. Really, try and disable it: for me, the gameplay improved (in 1968 atm).
Not all of them. Actually I rather like the idea of seeing multiple different behaviors by the AI.
Some ping all the time, some only ping a few times, some don't ping at all.
Some fire multiple weapons, some will fire one and aggressively steer it, and some will panic and run the moment they detect your launch transients.

I don't consider varied AI behaviors to be a flaw, unless they break the game.

Having enemy subs go active often may seem to make the game easier, but you shouldn't discount something going on under the hood.

Maybe they caught a brief glimpse of you on their sonar and lost contact?
Maybe the specific scenario is set up with the enemy already knowing you're in the area and they're actively searching for you?
Maybe the enemy sub skipper failed that day at "How to Hide" school?

Given the fact the developers are now working to modify and change the AI behavior, I'm willing to wait and see what they come up with, but I won't complain about AI behavior, if the AI is specifically programmed to occasionally make mistakes.

No one wants to fight perfect borg robot AI sub commanders who always react perfectly, with lightning speed, and always successfully target and evade every single time.
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Old 07-22-17, 06:20 PM   #22
Delgard
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I just went against a surface group along the coast. I do the TMA for each to get to know the formation. It wasn't the easiest, but surprise to me a Foxtrot was there, too. I didn't detect him until the end.

He definitely was not a pinger.
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Old 07-22-17, 11:57 PM   #23
Skyhigh
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Quote:
Originally Posted by Delgard View Post
I just went against a surface group along the coast. I do the TMA for each to get to know the formation. It wasn't the easiest, but surprise to me a Foxtrot was there, too. I didn't detect him until the end.

He definitely was not a pinger.
Thats cool. It shouldn't be a pinger...

In th Single Mission Striking the Bear I tried yesterday, the first to ping was the SSBN Typhoon after 10 seconds into the mission...
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Old 07-23-17, 05:13 AM   #24
Kazuaki Shimazaki II
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Quote:
Originally Posted by Skyhigh View Post
Thats cool. It shouldn't be a pinger...

In th Single Mission Striking the Bear I tried yesterday, the first to ping was the SSBN Typhoon after 10 seconds into the mission...
Oh, OK, that could be a problem.
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