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-   -   Torpedo malfunctions in 1.03 official (https://www.subsim.com/radioroom/showthread.php?t=89209)

Molon Labe 02-10-06 04:58 PM

Quote:

Originally Posted by swimsalot
Played MP last nite, 4 sub team dive.
I had a SW detected at >40k yards.
Mud bottom, surface duct, layer at 370 feet, sea state 3.
Even heard him at 45k yards, faint 60hz.
Pretty impressive, he was traveling 13kts.

Sigh, we can't get reasonable detection ranges even with a mud bottom! :damn: :damn: :damn:

LuftWolf 02-10-06 05:07 PM

In order to bring the detection ranges back in line under the "average" circumstance in 1.03 with 1.01 (they vary GREATLY now as they should but I'm talking about a reasonably neutral condition since in 1.01 they were compressed and they got set with that neutral condition in mind), we had to reduce every sonar's sensitivity by two increments across the board.

Even this meant that they were slightly longer than before in the ideal case, but reducing them further risked making detections too difficult in bad conditions.

The 40k yard detection in stock 1.03 is a combination of the SW having a high PSL (I think 63, perhaps more) relative to what it should and the fact that the sonars have not been corrected in the stock database at all for the significantly increased mean detection range.

Molon Labe 02-10-06 05:13 PM

OK, so I just need to avoid stock games like the plague or look for sand bottom-high sea state matches...

I just played a stock 1.03 game as a P-3...Kilos were lighting DIFARs up like christmas trees... :hulk:

LuftWolf 02-10-06 05:15 PM

In a test scenario I made to test AI detection and torpedo behavior for LWAMI a SW going 6kts at 10.5nm is not detected by the Akula Pelamida at all until it is near 5-7nm, sometimes closer, above the layer.

The SW on the other hand has two lines on the Akula I Imp and in fact the AI will engage at that range if the Akula is going over 7kts.

In the same situation with two SW's, the SW's will not detect each other at 6kts at 10.5nm and in fact the AI SW will not engage me going even 28kts!

The database is a wonderful thing... but this also shows how far superior the SW is in terms of quieting and sensors than the Akula I Imp... still all those goes for naught when he puts a TIW and the subrocs start flying. :rock: :arrgh!:

JoGary(sco) 02-10-06 06:55 PM

:oops: :oops: :oops: :oops: :oops: :oops: :oops: :oops: :oops:
Wow. How could i not have noticed that they dont pre enable based on actual distance traveled through the water before? Oh well Amizaur said he could make it that way right?
If so then i would say go for it as it think that got to be the RL way they work.
Well at least a few others thought the same as i did so i dont feel so bad :hmm:

Quote:

Would be real nice to know if folk are finding the 1.03 torps acquisition and tracking ok. Havent got another hat to eat.
So far tracking and acquisition have seemed ok just that when i preenable the pinging continues. The torp stops homing ok like it should but the pings continue. And also the Ping not speeding up parts aswell.
Amizaur has the ping rate of a torp that is searching always been between 3 and 4 pings a sec? I thought it should be 5? If you watch the ping rate counter you will see that you will get about 3 pings at 3 pings a sec then one at 4 and so on. I am guessing this is because the actual ping rate is somthing like 3 and 3 quarters. Not sure if that makes sense :oops:
Also what this about range vs. speed inversion ?

Amizaur 02-10-06 07:20 PM

I have no idea what ping rate torpedos had before, never measured :).
The current speed/range bug is that from 1.03B slow torpedos have less range than fast ones. In fact slow torps don't reach max range and 55kts torpedos exceed it by 20%! It was probably meaned to be the opposite, so max speed torpedo range shorter, slow torpedo range longer. I can't believe that it's an effect of a random bug :) Anyway, make this bug to work the opposite and it can be left then ;)

Hatch 02-10-06 11:00 PM

Version 1.03.

There seems to be a problem with the Orion's manual torpedo settings, when I tried to set depth. RTE, ceiling, bottom and speed on the manual torpedo settings, the numbers change one digit and they come right back to their original numbers (This is of course with the Autocrew shut down) the only changes it will take are the search pattern snake or circle, and the passive/active search mode, I tried the same changes with the Helo, and the Seawolf, they worked fine there, the P3's manual torpedo setings have gone awry somewhere.

Please check.

Hatch

Scion 02-11-06 02:35 AM

Quote:

Originally Posted by Hatch
Version 1.03.

There seems to be a problem with the Orion's manual torpedo settings, when I tried to set depth. RTE, ceiling, bottom and speed on the manual torpedo settings, the numbers change one digit and they come right back to their original numbers (This is of course with the Autocrew shut down) the only changes it will take are the search pattern snake or circle, and the passive/active search mode, I tried the same changes with the Helo, and the Seawolf, they worked fine there, the P3's manual torpedo setings have gone awry somewhere.

Please check.

Hatch

Hatch, This usually occurs when you have already clicked assign in the TACCO screen. Enter in your presets, then click on assign to 'lock in' the information. If you want to re-adjust the settings, click assign again.

Hatch 02-11-06 06:13 AM

hmm, ok thanks, I'll try that, but I think it is still a bug.


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