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AirHippo 01-08-17 10:42 PM

I've found this myself - the Kilo has a pretty ropey sonar suite, and relies mainly on staying undetected to get a shot off at all.

When you were using your AShMs, you may be encountering the problem of sonar inaccuracy again. I can't speak for the Kilo TMA update rate, but it should be pretty quick (1-2 minute intervals); check the Age parameter on the summary (on the map/3D view screen) to make sure you're still getting regular updates to the fire-control system.

Anyway, as you've probably noticed, your AShM's seeker head can have two modes: Wide and Narrow search. Generally speaking, with a Kilo, I'd go for wide - the sensors are sufficiently poor that a narrow search will miss. That's one thing to make sure of.

I've also noted that, in a similar scenario to the one you tried, I managed 4/5 hits; the ship that I missed I missed twice, but it was also very close - about 6,500m. It may be that the missile seeker has a minimum arming range - the "Seeker Range" parameter on the fire-control board, which has a minimum value of 5nmi. In that case, no matter how good your sensor data, your missile will be unable to attack a target because it hasn't yet armed its seeker.

KilooliK 01-09-17 08:18 AM

I find the Kilo sonar, as simple, and easy to navigate. It doesnt look like a space station panel. As mentioned earlier, the Kilo sonar picked up the 5 contacts pretty much instantly (every time) at the start of the mission. While the Akula lll took a bit of time to pick them all up. So in conclusion, I think the sphere/hull sonar in the Kilo is actually better than the Akula lll. Now of course the TA on the Akula, give it an obvious edge against other subs. I dont expect the Kilo to find a modern (Virginia/Akula/Kilo) sub out past 4-5nm reliably if the sub is on the hunt. If it all. But, it will pick them up if youre close (3-5nm) enough. Conditions vary. Speed/Depth/Current etc etc. I dont feel the Kilo is the best choice of sub, to go head to head with against a Virginia. Since the Kilo lacks a TA. But, it does have the stealth advantage. 90% of the time, an enemy sub doesnt engage me first. It is only after I fire my torpedos first, that he learns of my location and fires one back down my bearing. So in short, I get first shot. If I can find him.


But yes, the ASM have a minimum range, which is 5nm. The seeker wont home on anything under 5nm by default. But it seems in RA, that may be 8nm+ seeker minimum? Because shooting at boats at 5-7nm with Club SSM missiles is a no go in RA.

Ill check tma on 3D map. Might be some of my issues regarding contacts hoping around .

AirHippo 01-09-17 03:02 PM

Horses for courzses, as they say; I'm an Akula fan, although I find Gepard's waterfall displays very weird. One thing I like about the annular style of display is that it's great for instantaneous situational awareness, something the waterfall doesn't lend itself to so easily.

Anyway, regarding the mod, I love the new Alpha command station! Everything else... well, it's the usual high standard of work from the RA team. Well done all! :up:

AirHippo 01-12-17 03:25 AM

Bugses
 
Couple of small bugs I've found:

The Victor-III seems to have a surplus tube that can't be edited or loaded:

http://images.akamai.steamuserconten...FC2E8FB6D06A9/

And the Narrowband display's contact lines are sometimes so dim as to be invisible (this has occurred with the Victor-III and Akula so far).

http://images.akamai.steamuserconten...CA396C5DF8C72/

KilooliK 01-12-17 08:46 AM

Kilo Alrosa and Improved has the same issue (at times) regarding narrowband contacts. Dots/lines barely visible.

I wish the Kilo had a TA. That would be the perfect sub. Its already my #1. The lack of the Victor not having anti ship missiles keeps me using the Kilo. I think ship missiles are a must on a sub. But, I see the Kilo as basically an anti ship sub.

FPSchazly 01-12-17 11:56 AM

Quote:

Originally Posted by KilooliK (Post 2457621)
Kilo Alrosa and Improved has the same issue (at times) regarding narrowband contacts. Dots/lines barely visible.

I wish the Kilo had a TA. That would be the perfect sub. Its already my #1. The lack of the Victor not having anti ship missiles keeps me using the Kilo. I think ship missiles are a must on a sub. But, I see the Kilo as basically an anti ship sub.

Be sure to check out the Lada if you want a towed :03:

If you want to report bugs, you should submit them directly to the RA forums at redrodgers.com

Stewy1 01-14-17 06:02 PM

Hi guys,

I'm running 1.39 and am reticent to go to 1.41 because I've spent a long time getting my database just right (added ALL LA boats, Sturgeons and Virginias, painted some subs and ships, and adjusted the Sonar Source Levels on all of the Russian, Chinese, and Western subs, etc.)

Could you tell me, are you happy with 1.41? What are the best things in your opinion? What are some of the new objects that are cool?

Could you please post a screenshot of the Shang Class, Yasen and new counter-measures models? (and anything else which you think is cool - I'd love to take a look at them!)

Cheers fellas
Stew

MR. Wood 01-15-17 09:36 AM

Photo for photos lol will take some in a bit and upload them so you can see. 1.41 any chance we can see some of the paint jobs you did.

Quote:

Originally Posted by Stewy1 (Post 2458225)
Hi guys,

I'm running 1.39 and am reticent to go to 1.41 because I've spent a long time getting my database just right (added ALL LA boats, Sturgeons and Virginias, painted some subs and ships, and adjusted the Sonar Source Levels on all of the Russian, Chinese, and Western subs, etc.)

Could you tell me, are you happy with 1.41? What are the best things in your opinion? What are some of the new objects that are cool?

Could you please post a screenshot of the Shang Class, Yasen and new counter-measures models? (and anything else which you think is cool - I'd love to take a look at them!)

Cheers fellas
Stew


Stewy1 01-15-17 04:43 PM

Will do - I'll get onto that tonight - but they're nothing special, eg. I made the Seawolf black instead of the 'blue' colour is was - and removed the sail number...little things like that... ;)

MR. Wood 01-15-17 09:26 PM

It wont let me upload the screen shots they are too big shoot me an email with your subsim name in subject and I will send them to you

Yobakz 01-16-17 01:13 PM

Font Size
 
I have recently updated to 1.41 and noticed that the font sizes for both the info area and the map contacts has been decreased.

Is there a way to reverse this? I am having trouble reading time to time (dont have the perfect eyesight)

MR. Wood 01-16-17 02:33 PM

Go into settings in the game select 3d and top right box lower the resolution that will increase the font size I just tested it out to be sure

MR. Wood 01-16-17 02:57 PM

Requested photos warning BIG
 
6 Attachment(s)
Here are the new ssn and the new surface ship and passive cm and active cm along with towed decoy

Stewy1 01-17-17 02:21 AM

Sorry to side-track the thread - For Mr Wood - here's my repainted Seawolf - made darker and with the sail-number removed...

http://img.photobucket.com/albums/v3...pshiculbbh.jpg

I also added a rough tile texture to the Trafalgar - but it doesn't show up well in a screenshot...

Thanks for those pics Mr Wood - while they look great, it's probably not worth starting again with all my painting and database tweaks :)

FPSchazly 01-17-17 09:34 AM

Stewy1: There is a way for you to keep your RA 1.39 and install RA 1.41 and play them separately using JSGME.


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