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Just a wild idea: what about making some kind of "submarine transmission"?
A short range sonar signal that simulates a submarine wire or so... :hmm: (this idea comes from reading Kapitan's article about cover ops) |
That sort of thing is only going to work "well" under very tightly controlled conditions. For example, for a Subguru style SP mission, you could have an AI target sub on Transit tactic which is known to be in a particular place at a particular time. At the time of transmission, you place the new database object at the same location, and ownship has the ability to tag it on ESM. This won't work if you don't know the location the transmission comes from beforehand, because if the antenna is spawned in the wrong place you give false ESM data to the player, and in an MP situation, possibly a false triangulation.
Similarly, if a playable sub is required to send a transmission at a particular time, using the COMSAT mod, you can simulate the interception of the message by another playable sub. You use an automatic goal which is valid only at the time the transmission must take place which tests for proximity and depth. If the conditions are met and the target sub tags the COMSAT (simulating a transmission), an intercept trigger fires sending the intercepted message to the eavesdropping sub. EDIT: I'm actually not sure that even this will work. It depends on whether the intercept trigger's firing is able to be "deleted" by the valid time expiring after the trigger has already fired. However, there does not appear to be any way to accomplish this result if it is not known what time the transmission takes place, thanks to the elimination of the useraction doctrine. (no way to test for raised radio mast) If you are willling to accept the possibility that the eavesdropping sub might get the message simply by being at comms depth at the time of transmission (even with the antenna down), then this gets the job done. |
Well, I was thinking not on intercepting another submarine's signal (interesting), but a submarine cable.
Correct me if I'm wrong but in cold war American submarines intercepted Soviet transmissions but simply "sitting" over a submarine cable and listening because the Soviets thought that the cable transmissions couldn't be intercepted and they didn't coded the transmissions. When they realized what Americans did, the they encrypted also those signals and started to hide better the cables. That's why I was thinking about. By the way, most of this is mostly tought to single player, because I rarely play multy and I'm not sure about what is usable in MP and what not. And I agree that the loss of "user action" is a pain in ..*^'¨... |
Oh, you mean an underwater cable, I follow you now. To intercept those, you have to install a device that can detect the electromagnetic flux going through the cable. It's not something the sub itself can hear.... The only way to simulate that is to have a sub park at a particular portion of ocean for awhile without being detected, or something like a special forces launch and recovery, but all underwater.
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Anyway this is quite easily managed by common triggers. Go there, stay there, leave undetected. Only thing we would add would be 'deploy divers, wait for divers, retrieve divers'. And these divers was dependent on the sub, so the sub could not leave (which caused troubles in at least one case mentioned in Blind man's bluff).
So with the cables, we would need much more effort to get some usefull behaviour. With radio interception, simple modification will bring nice detail, it's just a good idea. |
That would be cool thing to add.
So many things ya can do with it mission wise. This is great news, more mods! Lets all work to make this sim better! |
OK, version 2 released with a landbased radio.
Check the first post for the links (I've uploaded it only to Badongo, if someone needs another page, tell me. BTW, Commanders Academy forum works prety well). I has two versions, one for LwAmi and another for Sakura mod. I've included a very simple test mission for both. About soubmarine cable: you're right, it's a very easy thing to simulate with the mission editor and is not easy to mod it. Hope You enjoy it :up: |
How fast can you get that satelite to go ? We now need this mod to recreate the real spy satelite situation that's going on now. :up:
The scenario should be called "DUCK !!!!":D |
The mod is already done... I'm sure there's a lot of things that must be corrected, but you can download it. Look for it on the first post.
One thing I'm not sure about is if the satellite must/can detect something. I've it so it doesn't detect, in order to make the signal somekind of radio signal, not a radar one. Tell me what you think about it. |
Might be a good idea to include a transmission named "SLOT Buoy" and "SLOT Buoy: Distress".
BTW: SLOT = Submarine Launched One-Way Transmitter ;) |
If SCS or any subsim producers are listening, WE NEED PLATFORM-RELATIVE SPAWNS!!
So many great ideas, but their usefullness is so limited the way the editor is now.... |
Another idea. An emitter called TACAN. Maybe even put that emitter on Carriers and some Cruisers (IE Red Crown Station)
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The second option, making the slot launchable (I know how to do it as a "torpedo", maybe could also be done as countermeasure :hmm:) but I think it goes against SCS policy of modifying playables. Quote:
Can you tell me what are you exactly thinking on? |
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I doubt a ship on EMCON would be a TACAN station since its counter productive. |
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