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Great job!
I am patiently waiting to play much until the helm stuff gets put in but I will be using this mod for sure. Thanks for your effort. |
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Further, compared to DW, the torpedoes feel much more persistent if you didn't get out of their acquisition cones - you are basically twisting and turning, buying time until they run out of fuel, while in DW once you've decoyed them you are done. You also get infinite decoys in DW at the rate of 2 every 30 or so seconds (you can even set them Deep or Shallow) - few would even bother with knuckles (in essence free noisemakers) in DW even if DW lets the player have them. Quote:
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As I understand it, the game started out with values close to your values, but then had its torpedoes nerfed in response to user feedback. Then people started noticing they weren't "one-shotting" cruisers like they used to, and they opened the gamefiles and decided the new warhead value was less than the "realistic" value and we are changing things so we can one-shot cruisers again, justified by the idea that this is the "realistic" result... OK ... but my thinking is if you are in the real sub, against a cruiser you would use at least two torpedoes considering its value, the need to guarantee a kill ... etc, wouldn't you? The real reason you are even thinking of one torpedo is because this is a game, you are not actually in danger, so if the game lets you get away with it you will use one torpedo. In short, the supposedly less technically accurate value motivates more realistic behavior, and the more accurate one makes people want to game the system and even use "magic" to change reality so they can do gamey things. And one has to make a choice - if you can't have both which is more important - technical accuracy or substantive accuracy? Quote:
Further, from a gameplay perspective I understand the desire to suppress behavior like just firing snapshots immediately on sonar pings with expectation of high kill probability. However, it must be noted that wires in this game break a lot - I think 25-50% of my torps lose their wires. Though it is annoying, it does motivate you to set the torp up properly rather than just flinging it out and counting on fixing things with the wire guidance - another case of CW promoting realistic behavior. On the other hand, the torpedo does not get nearly as much assist from the wire-guidance as it should, so do you want to add another nerf? |
Thx, i'm gonna give it a try !
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Now, about the knuckles. I nerfed them simply because in vanilla they felt like free noisemakers, especially in LA subs (where all it takes to create a knuckle is to do a hard turn at flank speed). Now, they are still effective but only at close range. Quote:
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My biggest gripe with mk48 right now is the ridiculously over-sized and sensitive passive seeker, preferring to go after a wreck on the floor that's twice as far away and 90 degrees off course, it's so...gah.
No way this is authentic. No way. |
Of course it's not authentic. We just went with the commonly quoted sensor range. You have to understand that all of the sensor and weapon performance data are educated guesswork because the real figures are classified.
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Anyways, I wonder why you went with such extreme values, especially after other subsims showed how it is done "right" (makes it feel right, I mean). It is so absurd to see them going after some wreck some 90° at the horizon instead of the cavitating target 1000y in front of them, especially if the wire broke (thanks for adding the values for that in the config, really!). |
Enjoying the mod Harpoon!
Looking forward to version 2. No critique real yet. Just trying to "drive" the 688. Not sure if it's realistic but it feels heavy. |
I've started to think about overhauling torpedo noise, so I've created this simple spreadsheet: https://docs.google.com/spreadsheets...gid=1880361556
It uses a simple equation to calculate torp noise values. Feel free to comment/propose better solutions. |
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What I'm concerned most of all are the sonobuoys, because they along with the dipping sonar are unique in the game in requiring discrete search as opposed to the continuous search being undertaken by all the other ships and submarines. Discrete search (which includes sprint-and-drift) tactics are a challenge for AI because the decision of what spacing to use between the searches depends on the predicted detection range, which in turn depends on the sensitivity of the detector. I don't know how they programmed the AI. For example, it may be a fixed formula where they drop buoys every X yards, or it may be a variable formula that takes into account the buoy's designated sensitivity. If it is the former, then the AI won't adjust its tactics to the new weakened buoys and gaps will form, making the nerf far more serious than intended. Obviously testing is required, but can Julhelm or someone else shed any preliminary light on this topic? Quote:
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As for 1,600m, I can see two possibilities. 1) That might have been the Mark 46 (with a much smaller and thus less capable seeker head). The FAS site seems to have ingested some Mark-46ish information, including "Min/Max ASROC launching ranges 1500 to 12000 yards" and "Run characteristics 6-8 minutes downward". 2) If it really has to do with the Mark 48, it might reflect its surface detection range. If you look at the below site, for the UGST the Russians claim 2.5km detection range against a submarine, but only 1.2km for a surface ship - presumably the surface ship range is less because so much of the ship is out of the water and the increased surface noise so near the surface. From that, we may infer that a torpedo with 4000m acquisition against submarines may plausibly be reduced to roughly 1.6km against a surface ship. http://roe.ru/eng/catalog/naval-systems/ugst/ Of course, maybe one can argue for gameplay we should nerf the detection range anyway, but the above is my two cents on the "realism" part. Quote:
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Hey Harpoon,
Have you looked at the "refined sonar and countermeasures" mod in the download section? I was wondering if this might be something that you would want to add to your realism Mod. I think basically it makes all sonars less sensitive. It seems like it would be more realistic to me. What do you think? Also when using a realistic mod what factor should be used under distance setting? X1, x2, etc...? |
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As for the active countermeasures, they seem interesting at first but then they're using VLS which is a detriment to me, and what's the point anyway? To be honest I haven't noticed a difference in behaviour between active and passive torpedoes (other that passive don't ping). From my experience you can be dead silent and still be detected by a passive torp at the same distance as with active. They also react identical to noisemakers. In my opinion they should work like that: Passive torps effectiveness should increase with the noise of the target countered by the speed (noise) of a torpedo and ambient noise. When encountering the noisemaker they should identify it as such and try to go around it (basically like they do it now). Also, they should not go for wrecks or at least try to avoid them just like noisemakers. Active torpedoes effectiveness should depend entirely on distance to target reduced only if they're on the opposite side of a layer. When they encounter a countermeasure they should just go for it with a chance of exploding on contact (their ping has returned so there must be a target there). They also might accidentally target a wreck. If we had torpedoes acting like that or similar, having active CM would make sense. Right now it doesn't. Quote:
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