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Yes I second this, ive hardly played in the ffg, it seems so alien to me. A manual would be ace, and tempt me to the surface, any takers? |
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Yes I second this, ive hardly played in the ffg, it seems so alien to me. A manual would be ace, and tempt me to the surface, any takers? |
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I think it's actually one of the most interesting platforms though, because you can do so much with it. It's where the graphics in DW really pay off too. |
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But you're right, CZ prosecutions with the helo are ideal. I made a couple of simple CZ scenarios and have no problem carrying the prosecution to destruction. Textbook standoff ASW. |
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Something I'm still trying to figure out is the DW sonar model. I think it'd be nice to have a little TDA that would allow me to predict sonar performance given a few inputs (target type, SSP, bottom type...). |
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No full field displays showing TLs and PODs, but a useful circle around the selected unit in the building screen is there. And as for the original question, the AAW side of the game is really not very good, or at least a lot more difficult than it should be. It would be much more playable with only a few things added (like the autocrew classifying radar/EW contacts). "Popup bearing 136!" "TWEEEEEEEEEEEET. Zippo one based on Exocet!!" rather than the fairly unuseful "Vampire inbound!" If I'm the combat officer, I don't busy myself with classifying EW/radar/sonar contacts. I make decisions based on what the combat team has classified them as that allow me to effectively fight the ship. By the same token, if I'm the ASW director, I don't really worry about what's going on with the AAW guys. It would be great if they took care of their own stuff in the game, too. I haven't been able to come to grips with it satisfactorily, especially in multi-threat environments. I don't think that would require major changes to the game, but I obviously just don't know. |
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There was an article in the Harpoon HQ about how the Harpoon sonar model worked. I used that to create a little spreadsheet that was pretty useful. I want to create a similar thing for DW, but so far nobody has given me the info. Quote:
Honestly, I think naval warfare is really hard to make a super-accurate simulator for, if you're going to have just one person playing it. So much of it is about the crew working together ya know? So... I think DW is good for what it captures, but it's not by any means a complete sim, in the sense that it faithfully duplicates how everything works. |
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there is no vampire report on EW but it could be effective on ASM detection As it is a passive sensor, EW must always be on On a real ship, an operator always manage this hardware, and is able to report as soon as a new contact appear. so, you can use the AC here, with EW always on You will need anyway to classify it manually on EW. where is it usefull against ASM ? if it is always on, and you made the good job merging previous contact to declutter your NAV screen, a new contact will pop clearly here, you just have to jump to EW to see if its a XXXmissile then you will saw every seeskimmer opening their seeker too early. but your best protection agaisnt missile is the radar/SM2 ... your radars, or the helo's one in REMRO, the best way to remain steath (for the FFG) with a clear picture of the theatre. |
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Sea Demon |
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I was using the Alert 5 helo as a standoff sensor, as such it was radiating. Vampire detection was made as previously noted, but I realized it was at short range, very, very close to visual. |
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