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-   -   Wired torpedo (https://www.subsim.com/radioroom/showthread.php?t=233202)

stratege1401 08-30-17 07:03 PM

Wired torpedo
 
If i am not wrong, the wired torpedo (usualy an optical fiber) is a torpedo who is supposely able to receive order like turn, dive, set internal sonar on or off.
Maybee without buying a one way ticket to any brig from Fort Leavenworth or Naval Air Station Jacksonville, could a real submarineer correct us ??

In game, i would be nice to have extra command like: disregard this sinking ship, your target is one mile aways, or please turn left, i say left, left ...

Because so far, the torpedo homing to a target (sinking, sinked) is homing and nothing else. Whatever order you are sending.

Another usefull command would be a self-destruction command. Sinking myself with a perfectly wired torpedo (no line broken) who refuse to execute my order to avoid killing me is not fun, and i am pretty sure irréallistic ...

Don't you think ?

GeneralGamer 08-31-17 06:39 AM

Jive Turkey has mentioned both of these and he talks with Killerfish games. Also we have A Dev here from Killerfish as well. You have 2 good ideas and I'm sure they will be noted.:03:

The next thing I'm experimenting on is to raise the cruising altitude of the TLAMS to avoid them running into a hill. Once I find the correct height I'll post the fix. Thanks to Killerfish Dev for the probable solution!!:Kaleun_Thumbs_Up:

stratege1401 08-31-17 07:25 AM

Quote:

Originally Posted by GeneralGamer (Post 2509753)
Jive Turkey has mentioned both of these and he talks with Killerfish games. Also we have A Dev here from Killerfish as well. You have 2 good ideas and I'm sure they will be noted.:03:

The next thing I'm experimenting on is to raise the cruising altitude of the TLAMS to avoid them running into a hill. Once I find the correct height I'll post the fix. Thanks to Killerfish Dev for the probable solution!!:Kaleun_Thumbs_Up:

Thank you, you've brighten my day ...

Already tried the fix you were talking about, raised to 400m but since, i had to sleep a while and had no time experimentating...

I have notice also a 19.6Mb update on my steam a few secondes ago.... game jumps to 1.07d

The Bandit 08-31-17 11:58 AM

Quote:

Originally Posted by stratege1401 (Post 2509687)
If i am not wrong, the wired torpedo (usualy an optical fiber) is a torpedo who is supposely able to receive order like turn, dive, set internal sonar on or off.
Maybee without buying a one way ticket to any brig from Fort Leavenworth or Naval Air Station Jacksonville, could a real submarineer correct us ??

In game, i would be nice to have extra command like: disregard this sinking ship, your target is one mile aways, or please turn left, i say left, left ...

Because so far, the torpedo homing to a target (sinking, sinked) is homing and nothing else. Whatever order you are sending.

Another usefull command would be a self-destruction command. Sinking myself with a perfectly wired torpedo (no line broken) who refuse to execute my order to avoid killing me is not fun, and i am pretty sure irréallistic ...

Don't you think ?

I've never had a circular run out of a wire-guided torpedo with the wire still intact. You're correct that in many cases today they are using fiber-optics for this sort of thing, not exactly sure what they had back in the 80s.

To the best of my knowledge very little has been acknowledged on the specifics of torpedo guidance systems, however you are quite correct and a lot of these features were in some of the Sonalyst games.

Simplifying things quite a bit, I'm not sure if you could set a torpedo to ignore specific types of targets (although I wouldn't be surprised if you could) what you'd be looking at here is a "pre-enable / transit" condition which is to say the torpedo is not actively searching for or pursuing a target, its heading out to a programmed position where it will then activate its sensors and begin its search.

A "pre-enable" button would be great as it would solve a lot of the manual fighting you need to go through now in order to redirect a fish that's already been enabled and is tracking on a different target. A shutdown command would also work quite well for the cases where you fire off one too many.

stratege1401 08-31-17 06:14 PM

Had a lunch today with my uncle. He was in the french navy in 1981, onboard the S610 "Le Foudrouyant". He confirm optical fiber was already in use at that time.

-Pv- 09-02-17 01:38 PM

Just got the game after the recent improvement to the interface. My first reaction is graphically strong and familiar enough game play to Dangerous Waters to step right into it after some UI adjustment.

Q:
When I launch a wired torp on the opposite site of the layer from the target, I don't seem to be able to use the Up/Down arrows on the Weapon UI to force the torp up/down through the layer so it approaches the target at the correct depth. The L/R arrows work fine but the U/D arrows seem to be ignored.
Clicking Activate Torpedo does not seem to change the ability to use this control.

-PV-

The Bandit 09-02-17 01:44 PM

Quote:

Originally Posted by -Pv- (Post 2510157)
Just got the game after the recent improvement to the interface. My first reaction is graphically strong and familiar enough game play to Dangerous Waters to step right into it after some UI adjustment.

Q:
When I launch a wired torp on the opposite site of the layer from the target, I don't seem to be able to use the Up/Down arrows on the Weapon UI to force the torp up/down through the layer so it approaches the target at the correct depth. The L/R arrows work fine but the U/D arrows seem to be ignored.
Clicking Activate Torpedo does not seem to change the ability to use this control.

-PV-

The torpedo is still in its "pre-enable" state, which means it is basically in transit mode, running out to the waypoint you set for it. When it reaches that point (or you manually enable it by pressing "4") it will then start hunting for a target and assuming any of the other pre-sets you've given it (active sonar, deep or shallow running, snake-search pattern or circling) and give you direct manual control over both heading and depth.

Delgard 09-02-17 01:49 PM

I had some difficulty at first with wired torpedoes. Really, it was just me since the torpedo can't be manipulated while it goes to it release point. After that, I find it all works. I also use shorter release points.

When the torpedo is going towards its waypoint, you can change the waypoint location by l-clicking it, dragging it to the new spot and d-clinking it, But, you have to be on the correct map scale to make the changes.

Always nice to tinker and learn.

-Pv- 09-02-17 08:24 PM

According to page 12 of the manual:
"Activate Torpedo: Use 4 to set the torpedo into enabled mode, just as if it had reached its waypoint."

I have not been able to use the up/down arrows to change the running depth of the torpedo after clicking the activate button which should result in a depth of 30 or 350 ft. If the torp is running shallow and I click activate, then repeatedly click the down arrow, the torp stays above the layer and does not change depth.
-Pv-

-Pv- 09-03-17 03:44 PM

I have this figured out now. Clicking up/down vs L/R operate much differently.

When clicking L/R each click will turn the torp by and increment.
When using the Up/Down, the UI is Much different. The user must HOLD the click for as long as you want the depth to change. Letting go causes the torp to return to level. Unless using the 3D view, this is a bit tricky.

When using the Weapons screen controls you have to use the 3D action view to see how much you've changed depth. While watching the Conditions screen to judge the depth of your target contact, the player has to use the numpad in numlock mode, 8/5 to control depth or turn (4/6.)

In my opinion, this makes using the Weapon steering controls second best because your options and UI interaction is more clumsy.

Now that I understand how it is intended to work, I can say it does work, but the Manual gives little or no hint of this important subtlety.

Pg 12:
Torpedoes on a wire have additional commands available: Cut Wire: Use Shift 4 to cut the wire on this tube. Activate Torpedo: Use 4 to set the torpedo into enabled mode, just as if it had reached its waypoint. Edit Waypoint: LEFT CLICK (M) waypoint on either the Tactical Map or Mini-Map and RIGHT CLICK (N) to place it at the current mouse position. Only torpedoes on a wire that have not yet reached their waypoint and become activated can have their waypoint changed. Steer Torpedo: Use Keypad 4 (Control A) and Keypad 6 (Control D) to manually change torpedo course. Torpedo Depth: Use Keypad 5 (Control W) and Keypad 8 (Control S) to manually change torpedo depth.
-Pv-


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