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-   -   A neat little trick? (https://www.subsim.com/radioroom/showthread.php?t=93903)

Molon Labe 06-07-06 07:11 PM

Quote:

Originally Posted by suBB
ok

given:

Is slmm a metallic object: yes
If pinged, will slmm generate an active return: yes
Once fired slmm travels to waypoints, so does slmm also generate a passive signature: yes

-----

I'm going to look into this later but AFAIK, once a tropedo aquires and it assumes a ballistic trajectory.

I.E. sub A fires salvo from 2100 ft, while disabled the torpedo will run in straight running mode @ 2100ft until enabled.

Torps are now enabled and seeking, they finally aquire, then will go from sub A launch depth of 2100 ft to ceiling depth, lock on target and decend to intercept - this is the ballistic trajectory I’m talking about. So technically the torp crosses the same layer twice with this kind of trajectory.

sub B can locate and plot incoming threat, since threat is so close, sub B will have speed and passive classification if he wants it. Sub B can also know what layer threat is relative to ownship.

Again I’m going to check into the trajectory bit as I remember all this from SC and quite certain its the same for DW stock 1.03 and LWAMI..

BUT!!!!!

If torpedo assumes trajectory as I described and slmm is fired at same layer as threat, and slmm being a metallic object emitting a passive signature, then sub B changes layer, effectively maneuvering out of tracking cone... The only returns(active and passive) the torpedo will see is from slmm.. effectively by-passing sub B.

Sounds like this skipper knows what he is doing..

----
Re-cap:

Is slmm a metallic object: yes
If pinged, will slmm generate an active return: yes
Once fired slmm travels to waypoints, so does slmm also generate a passive signature: yes

so based on threat trajectory, timing and maneuvering, can deploying a slmm divert an incoming(passive or active torpedo) in real life? I have to say yes.

You can call it cheap tactics, but tactics aren't valued at price, only effectiveness.

tactics IS tactics.. Ladies and gentleman...


@ swims:

Your home-work assignment is to confirm torpedo trajectory on 1.03 no mods from launch depth of 2100 ft - wireguide torpedo to 3nm from ownship, turn it around, enable at 1.5nm. once enabled, monitor torpedo change in depth.

Extra credit:

Meet up in gs for playtesting :)

See ya soon

But the SLMM did not divert the torpedo in that dive. If that was the case there would be no mystery about what happened.

suBB 06-07-06 08:01 PM

Quote:

Originally Posted by Molon Labe
But the SLMM did not divert the torpedo in that dive. If that was the case there would be no mystery about what happened.

After firing of the slmm, what did the sub do course-wise?

suBB 06-07-06 08:05 PM

**** i may as well dl the replay as well...

swimsalot 06-07-06 10:40 PM

Unless I am mistaken, the sub's tactic was to drive in a straight line at the same speed.
So, after reading your message Su88, what you are saying is if the torps I fired went from really deep to really shallow and then back to search depth, they might loose the sub?
Well, I guess that's possible, but that has nothing to do with what happened in this dive.
I launched from about 500 feet, layer was at 550 or so, target was above the layer the whole time.
I set search depths for active torps at 700, 600, 500, and 200.
Passive was set at 200.
So there was no parabolic climbing and diving by the torps, most were above the layer the whole time.
Like I said, still looking for a reason...

Fish 06-08-06 06:23 AM

Quote:

Originally Posted by suBB
After firing of the slmm, what did the sub do course-wise?

Yesterday in a multiplayer dive, I sended two SLMM's to a chock point, on there journey they crossed the path of three enabled torpedos, well inside there search cone, nothing happen.
With LWAMI, not stock as in the replay.

suBB 06-10-06 12:14 AM

If this doesn't cut it I don't know what will:

http://subguru.com/BluebookR20.zip

Refer to page 38, section L - Blue Defense


I'd say someone was doing their homework - and someone else forgot to...


again.. tactics IS tactics....

Molon Labe 06-10-06 12:47 AM

Quote:

Originally Posted by suBB
If this doesn't cut it I don't know what will:

http://subguru.com/BluebookR20.zip

Refer to page 38, section L - Blue Defense


I'd say someone was doing their homework - and someone else forgot to...


again.. tactics IS tactics....

and again, the mine did not act as a decoy in that game!:damn: :damn: :damn: :damn:

suBB 06-10-06 01:18 AM

Quote:

Originally Posted by Molon Labe
Quote:

Originally Posted by suBB
If this doesn't cut it I don't know what will:

http://subguru.com/BluebookR20.zip

Refer to page 38, section L - Blue Defense


I'd say someone was doing their homework - and someone else forgot to...


again.. tactics IS tactics....

and again, the mine did not act as a decoy in that game!:damn: :damn: :damn: :damn:

I dont know what else to say to this..

i give up!

besides i found some bugs in beta testing.. i think id have a far better chance resolving those than my chances resolving this one..

either inform SCS about it for a clear understanding... or spend the rest of your natural lives figuring it out..

good luck

Kurushio 06-10-06 05:59 AM

Would be too much to ask people to just stop using the tactic? It's dubious at best...so...with a little self-constraint...DON'T DO IT! :stare: Or do...see if I care. :smug: But remember...you're not a fellow navy-simmer in my eyes. Just a small, wet, sardine.

worker321 06-10-06 08:08 AM

the incoming torps did to lock onto the mine.they did not detonate on the mine.just becasue of the net laggs problem,before swim's torps enable,I have fire 4 missiles to him,only 2 to him there,another two are not normal,disappear.this is why his torps not detonate on my mines.
on the normal situation,if the net is normal, his torps should lock onto my mines, and can detonate on the mine.

Molon Labe 06-10-06 09:08 AM

Quote:

Originally Posted by worker321
the incoming torps did to lock onto the mine.they did not detonate on the mine.just becasue of the net laggs problem,before swim's torps enable,I have fire 4 missiles to him,only 2 to him there,another two are not normal,disappear.this is why his torps not detonate on my mines.
on the normal situation,if the net is normal, his torps should lock onto my mines, and can detonate on the mine.

I didn't see any sign of lag in that replay, and I never saw any of the torps break out of search mode.

I'm glad you stopped by here. How does this work?

swimsalot 06-10-06 12:37 PM

I never saw the torps lock onto the SLMM, perhaps I missed that in the replay?
I too don't see signs of lag, but maybe I am missing that?
I am very open to learning about this valuable new tactic, although it doesn't seem to be one I can reproduce.
I can't get the torps to just keep going by my sub in search mode, they either lock onto the SLMM or my sub.:down:
EDIT: Oh, and if all the SLMM does in this tactic is make a torp lock onto it and explode, according to the Bluebook, isn't that what an active cm does in stock 1.03?
Why would you launch a slmm to decoy a torp, but knowing that you have 5 torps in the water, all on your bearing, all within 1.5nm of you, why would your only tactical move be to:
(1) drive in a straight line at a set speed
(2) launch 1 slmm
(3) drive right in front of the slmm until torps miss you.

Is that what it says to do in the Bluebook? Someone wrote a document that gives this scenario as how to avoid torps?
Funny, I did my homework and read the whole section on Blue Defense, couldn't find anything like that in there. Could someone tell me what page that is?
So we are all agreed then that the above tactic (drive in straight line, maintain speed, launch 1 slmm) is a standard, published, commonly used tactic that works for everyone? And it should work for everyone, easily reproducible?
Hmm, I better read that book again...

suBB 06-10-06 01:30 PM

Quote:

Originally Posted by swimsalot
I never saw the torps lock onto the SLMM, perhaps I missed that in the replay?
I too don't see signs of lag, but maybe I am missing that?
I am very open to learning about this valuable new tactic, although it doesn't seem to be one I can reproduce.
I can't get the torps to just keep going by my sub in search mode, they either lock onto the SLMM or my sub.:down:
EDIT: Oh, and if all the SLMM does in this tactic is make a torp lock onto it and explode, according to the Bluebook, isn't that what an active cm does in stock 1.03?
Why would you launch a slmm to decoy a torp, but knowing that you have 5 torps in the water, all on your bearing, all within 1.5nm of you, why would your only tactical move be to:
(1) drive in a straight line at a set speed
(2) launch 1 slmm
(3) drive right in front of the slmm until torps miss you.
Is that what it says to do in the Bluebook? Someone wrote a document that gives this scenario as how to avoid torps?
Funny, I did my homework and read the whole section on Blue Defense, couldn't find anything like that in there. Could someone tell me what page that is?
So we are all agreed then that the above tactic (drive in straight line, maintain speed, launch 1 slmm) is a standard, published, commonly used tactic that works for everyone? And it should work for everyone, easily reproducible?
Hmm, I better read that book again...

ya the page number is: page 38, section L - Blue Defense (lolololooool)

Molon Labe 06-10-06 01:38 PM

That's a very good point about the Bluebook tactic, Swims. Attracting several torps to your exact location by using a mine as we have seen would be suicide. In fact, the Bluebook calls for you to leave the mine behind, not to run it just behind you. For this reason, I'm very skeptical about Worker's explanation that his goal was to get the torpedoes to acquire the mine. Of course, dishonesty is not the only explanation for this, it might just be a mere tactical error that he survived because of a lag problem.

Since Worker posted that he believed the odd behavior was connection related, I've re-reviewed the replay in question. Of all the anomalous replays I've seen, this looks like the most lag-free. But, upon closer examination, there are a few signs of minor lag that begin to come in once the torpedoes are enabled. Specifically, Worker's sub warped four times during "evasion." I am a bit reluctant to accept lag as an explanation, because I've never known lag to prevent acquisitions (quite the opposite, I've seen lag cause a sub to be killed where the host computer thinks that sub is, even though the skipper changed course awhile back and was not in that position! the weapon "acquired" just fine! I've also seen connection problems cause weapons to acquire but not detonate...again, not what we see here).

But, since I haven't been able to reproduce this on my own, it may well be the case that there was something unique in that game, instead of a doctrine problem. Unless we are able to reproduce the behavior and/or find a specific bug in the doctrine that is being exploited, I'm content to accept lag as a reasonable explanation for this behavior at this point.

swimsalot 06-10-06 01:48 PM

Fine by me, we call it a lag issue.
That sounds better than "this is a tactic that's in the Bluebook".:rotfl:
McFester used to have lag problems all the time, and, as you mentioned, what usually happened was that he died, but he showed himself as alive for another 5 minutes.
Ok, I'll just dive against people that don't have lag issues!


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