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-   -   LuftWolf and Amizaur's Realism Mod Poll #11: Adv. Torpedoes (https://www.subsim.com/radioroom/showthread.php?t=92860)

Amizaur 05-16-06 10:21 AM

Sounds great ! I always though the UUV capabilities in DW are just pitiful. What you wrote is how it should work from the very beginning :-).
Few thoughs - I'm not sure an UUV should have torpedo-type active sonar seeker. Unless there are known real -world UUVs that have such sub-detecting sonars (because you are not supposed to detec a mine with it).I'm under impression that real world existing UUVs are using rather high-frequency imaging sonar for mine detecting, not medium frequency targeting sonar... Maybe it should have only very high frequency and passive sensors, or it can be too good ! and as a result you can't hide from it, can't kill it (!!!) and have no idea where it's mother ship is untill torpedo arrives...
Not sure about 20kts speed, maybe 15kts instead ? But it's only my feeling... I suspect UUVs have propulsion optimised for slow running.
Are real american UUVs torpedo-based (Mk-37?) or new construction ? Is it known what speed and range do they have ? Of course sensors should work ONLY in slow mode. Range can be dependant (highly dependant) on speed, so slow mode range would be 2x of burst speed range (or rather burst speed range 2x shorter than normal slow mode range). It can be made same way as with torpedos.
About 32km range - I always thought that original DW UUV range is just pitifull :-) UUVs are said to have dosens of hours endurance, even at 2kts speed it gives reasonable range. I think it could have even greater range at low speeds, if it was little limited in capability (HF & passive sonar only) and speed. You could make recon in enemy port from 20-30nm out :-).Luftwolf, wasn't there a hard-coded time limit for UUV mission ? Or was it just range-limited ? About sub maneuvering limitations - don't think it's wrong, this kind of mission rather don't require high speed maneuvers, you just lanuch your UUV from good stand-off and wait in cover.

P.S. After a while, I think that UUV should have assigned in DB not HF sonar, as it only gives marks, not tracks, but instead "normal" active sonar just tuned for very high frequency so range would be highlly reduced, but detecting capability inside working ranger very good.

LuftWolf 05-16-06 10:23 AM

The UUV is strictly range limited, no time limit. :)

BTW, I can confirm that the active sonar feedback issue with the UUV is related STRICTLY to 1.03, and will not be a problem after the next patch.

For now, I'm going to disable the active enable feature entirely on the UUV. :up:

Cheers,
David

Bellman 05-16-06 10:29 AM

I should'nt lose sleep on UUV active mode, at this stage, as implementing it would in effect make a
quantam leap forward and impinge heavily on gameplay. It is more than enough (for now ;) ) to have a
passive stealth tool, which with its deployment performance characteristics, creates a wealth of
exciting new tactical possibilities.

Amizaur 05-16-06 10:30 AM

Quote:

Originally Posted by LuftWolf
Just to let you guys know.

For some reason,, the active sensor on the UUV works in the sense that it detects things according to the debugger and is also counter detected on active intercept by AI, however, the UUV does not report active tracks to the user and also does not show up on user active intercept. :-?

:o do you mean modded UUV, or even normal stock UUV doesn't give active intercept return ?? It definitely did in earlier versions of the game...

LuftWolf 05-16-06 10:34 AM

Quote:

Originally Posted by Bellman
I should'nt lose sleep on UUV active mode as implementing that would in effect make a quantam leap forward
and impinge heavily on gameplay. It is more than enough to have a passive stealth tool which with its deployment
performance characteristics creates a wealth of new tactical possibilities.

Ok, sounds good to me. As it is, any reasonable implementation of the UUV active sonar would give you a really good picture of whats going on around the unit in terms of torpedoes etc... you would be able to see torpedoes quite clearly on the UUV, provided you have it oriented correctly.

The changes for this version of LWAMI are going to be very very significant, and I don't want some kind of major imbalance to tilt things without getting a feel for what we've got... so perhaps this is a blessing in disguise right now. :)

Cheers,
David

PS A part of me *still* wants it to work exactly to my vision. :know: :P

LuftWolf 05-16-06 02:30 PM

Progress has been solid but some of my time has been eaten up bug-testing unexpectedly.

I have a couple more things to do to wrap this up, but I have to go to work now.

The playtest will be ready tonight/tomorrow. :up:

Thanks guys! :up: :rock:

Cheers,
David

Molon Labe 05-16-06 05:37 PM

Quote:

Originally Posted by LuftWolf
Quote:

That's great, but it's science fiction. Any fleet actually interested in realism, would ban the use of any UUVs like that.
That's an odd thing to read, just as I was about to create a Second Generation UUV.

The LWAMI playtest that is going to be released today, will feature an upgraded UUV.

SeaQueen, I like pushing the sim to the limits of what is possible. It is entirely possible to have a good UUV. I'm sure if it were as easy as it is for me to make one in DW, the government would put them on all their submarines as soon as possible.

That's why I mod DW. :)

Creating a mod or a game/sim is not simply plugging in values and writing code, sometimes its just about creating a world in some ways more ideal than the real one.

Cheers,
David

sigh.

I'm about 80% with SQ on this one. I wouldn't remove it, but a downgrade seems more appropriate than an upgrade, since what we have is already well outside the bounds of what we should have.

Edit: as senstive as a Xia spherical sensor? Sounds like this is exactly the kind of downgrade I was hoping for...

LuftWolf 05-16-06 10:22 PM

Quote:

Originally Posted by Molon Labe
Quote:

Originally Posted by LuftWolf
So...

Should I make the UUV better or worse?

(Still chewing on the wirelimit test doctrine... working 12+ hours a day in the real world on big boy things...)

A little of both. =)

Decrease sensitivity, increase non-cavitating NL, increase cavitation depth, increase range (battery time and/or speed), add variable depth capability.

I don't suppose you can make up your fridgickin mind. :x

Upgraded mission capability with sensors that actually make sense realitve to the other sensors in the game... that's what I've done.

Right now, under the layer, in moderate acoustic conditions, the UUV picks up a 688i going 14 kts at about 5.5nm or so... while the 688i sphere picks up the same contact at about 7nm. Edit: Corrected the last range, I had it a little high before.

Very quiet contacts aren't going to be picked up on the UUV at all, even very close, and very loud contacts will be detected quite clearly, even at long range.

I'm back at my post.

No sleep 'til distribution! :rock:

Cheers,
David

SeaQueen 05-17-06 12:22 AM

Quote:

Originally Posted by Molon Labe
sigh.

I'm about 80% with SQ on this one. I wouldn't remove it, but a downgrade seems more appropriate than an upgrade, since what we have is already well outside the bounds of what we should have.

At least someone still loves me. :cry:

Bellman 05-17-06 12:35 AM

ML: Typical Lawyer speak :D - You claim (to the jury) that you are 80% in agreement with SQ - in toto ?
Or are you cherry picking ? Yep I think so because in fact you approve of 80% of the range/speed/depth proposals.

So we are left with sonar performance which is the real issue. I am not in possession of all of the facts but
we have an opportunity to test-bed concepts which can attempt to consolidate reality with effective gameplay.
Heck is that Lawyer speak too !! :o

Edit: A 'night-watchman' eh ? :roll: :lol: There will always be a red carpet in my 'Yellow Submarine' SQ.
(+ well stocked drinks cabinet)

LuftWolf 05-17-06 01:05 AM

Well, rest assured... the sensitivity of the UUV passive sonar has been MUCH reduced.

This should make it much more useful, as your screen won't be clouded up by so many useless contacts in a busy environment, making the job of interpreting the UUV data a more sim-oriented task, rather than just weeding through a mess of white lines.

LuftWolf 05-17-06 03:59 AM

The playtest is finished. :)

I just have to write the Playtest Version Readme and create the distribution.

After a very short break. :up:

Cheers,
David

PS :rock: :rock: :rock:

Molon Labe 05-17-06 05:17 AM

Quote:

Originally Posted by Bellman
ML: Typical Lawyer speak :D - You claim (to the jury) that you are 80% in agreement with SQ - in toto ?
Or are you cherry picking ? Yep I think so because in fact you approve of 80% of the range/speed/depth proposals.

So we are left with sonar performance which is the real issue. I am not in possession of all of the facts but
we have an opportunity to test-bed concepts which can attempt to consolidate reality with effective gameplay.
Heck is that Lawyer speak too !! :o

Edit: A 'night-watchman' eh ? :roll: :lol: There will always be a red carpet in my 'Yellow Submarine' SQ.
(+ well stocked drinks cabinet)

Well I can't say total agreement, because I didn't want to ditch the sensor altogether! But not that it's apparent that in terms of performance, this is a downgrade, I'm probably in favor of the changes...

SeaQueen 05-17-06 06:53 AM

Quote:

Originally Posted by Molon Labe
Well I can't say total agreement, because I didn't want to ditch the sensor altogether! But not that it's apparent that in terms of performance, this is a downgrade, I'm probably in favor of the changes...

I don't want to ditch the UUV. I just wish that it was patterned more closely after an existing UUV, the LMRS. As it stands, it's one of the least believable objects in the game.

I'm also not in principle against a "second generation" UUV, so long as it was also patterned off of a real potential future system and has some kind of reasonable way of representing it in gameplay. I think trying to do something Sea Talon-like would actually be very cool.

I just worry that "pushing the limits" is a euphemism for developing super weapons, which no future system is.

Amizaur 05-17-06 02:03 PM

Quote:

Originally Posted by SeaQueen
I don't want to ditch the UUV. I just wish that it was patterned more closely after an existing UUV, the LMRS. As it stands, it's one of the least believable objects in the game.

I searched for LMRS (finding Little Martian Robots program on google ;) ) and see that's fully autonomous vehicle (no wire) so it can't transmit sonar data to mother ship, and it probably don't have passive sonar, only HF forward looking and bottom imaging sonars, it's meaned to do mine reconnaissance mission ONLY, it can't be useable in sub vs sub mission at all ! It definitely is not the vehicle we are modelling in the game... is there something other closer to in-game UUV ??

Bellman 05-17-06 03:28 PM

Post edited out following the contemporaneous release of the latest LwAmi Playtest. !

Deathblow 05-17-06 06:31 PM

Quote:

Originally Posted by Amizaur
It definitely is not the vehicle we are modelling in the game... is there something other closer to in-game UUV ??

No, there's not. Time to change the name of the mod to LW&A Fantasy Land Mod. :yep: :lol:

20knot top speed for a uuv? :nope:

Molon Labe 05-17-06 06:35 PM

Quote:

Originally Posted by SeaQueen

I just worry that "pushing the limits" is a euphemism for developing super weapons, which no future system is.

Now there's something I can agree with completely!

Kazuaki Shimazaki II 05-17-06 07:04 PM

Quote:

Originally Posted by Amizaur
I searched for LMRS (finding Little Martian Robots program on google ;) ) and see that's fully autonomous vehicle (no wire) so it can't transmit sonar data to mother ship, and it probably don't have passive sonar, only HF forward looking and bottom imaging sonars, it's meaned to do mine reconnaissance mission ONLY, it can't be useable in sub vs sub mission at all ! It definitely is not the vehicle we are modelling in the game... is there something other closer to in-game UUV ??

How is that darn toy going to tell me about mines without the wire? Am I supposed to recover it manually and somehow edge it into a torp tube or something?

TLAM Strike 05-17-06 08:07 PM

Quote:

Originally Posted by Kazuaki Shimazaki II
Quote:

Originally Posted by Amizaur
I searched for LMRS (finding Little Martian Robots program on google ;) ) and see that's fully autonomous vehicle (no wire) so it can't transmit sonar data to mother ship, and it probably don't have passive sonar, only HF forward looking and bottom imaging sonars, it's meaned to do mine reconnaissance mission ONLY, it can't be useable in sub vs sub mission at all ! It definitely is not the vehicle we are modelling in the game... is there something other closer to in-game UUV ??

How is that darn toy going to tell me about mines without the wire? Am I supposed to recover it manually and somehow edge it into a torp tube or something?

Acoustic datalink.

The other tube on that side would have a remote controled arm loaded in it to place it at the entrance of the tube. The UUV would then “crawl” in to the tube.


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