Few new bugs were noticed. First, torpedos with speeds faster than 57kts are bugged. For speeds between 58 and 62kts the true torpedo speed is higher than database value. For 63kts and higher speeds the bug is more visible - torpedo constantly speeds up and slows down, oscillate around the max speed value, reaching mementarily much higher values. This can be observed on example of Type-40 torpedo, payload of SS-N-27 ASW.
It have assigned database max speed of 65kts, but when you look at one you'll notice that it reaches even 73kts temporarily, and then slows down to 46kts and so on. Bugged are torpedo speeds between 57 and 159kts. Slower and faster torpedos (for example 200kts Shkval) are OK, but inside this range strange things happen with speed - either it's higher than should be or changes all the time. More detailed raport with test results will come.
Second - as Luftwolf have noticed, some AI subs are simply deaf to the front. AI subs use two generic passive sonars, LF Pass Son and HF Pass Son. The second emulates sphere sonar, the first, LF Pass Son, have parameters similar to towed array (low frequency) and is looking backwards too. But... some AI subs have assigned only one sensor and ONLY LF Pass Sonar, so efectively they have only "towed" sonar with no front looking "sphere" sonar. They hear only backwards, in front they are simply deaf. Those AI subs like Han or Ohio should be checked and front looking sensors should be added (in case of Han - only front looking, it has no towed array). This is the reason that some people observed AI subs deaf. Well, currently hunting a Han class submarine in DW is like hunting rabbits - you have to be exactly in front of them...
Third thing - for many sensors, for example active sonars, there is "Affected by TgtAspect" flag in database. This makes detection range from front and rear aspects lower than for side aspect, which is maximum.
The function works by distracting some value from sonar equation based on target aspect as seen from sensor. For target seen from front aspect
max value of -10 is added to sonar equation (or to target SL). For side aspect the function is zero (SL unchanged), for 45 deg it's half of max value so -5 and so on.
Fuction works OK but the -10 value for front aspect target is IMO WAY too high. 10 makes difference between Kilo and Typhoon in active sonar, so Typhoon front aspect would be same target as Kilo side aspect. In efffect, the function works too strong. Value of -5 for front aspect target would be better and differrence in det ranges between front and side would be less drastic than is now. The value of "Affected by TgtAspect" function is coded in the game engine probably, so can't be changed by database editing.
Please consider reducing this value of this function from -10 to -5.
With current -10 value (-10 correction for target at 90 or 180deg aspect) it's not possible to construct properly working active sonar. -5 value should be fine.
P.S. One example how strong it the aspect effect currently. For FFG active sonar with sensivity set to 0 vs Kilo at depth of 75m. Detection range vs Kilo from side aspect would be about 9600m (so about 5.2nm). But when the Kilo turns and shows head-on, detection range for front aspect would drop to... 350m. From 9600 to 350. Very drastic change of detection range, by 96% !!
Now if the max value of aspect function was changed to -5, then the detection range for Kilo front-aspect would drop only to 1680m. That's a reasonable value, much better than 350m.
Even lower values of aspect function could be considered (maybe -3 or -4), but change to -5 is I think the minimum change to make it working properly.
PLEASE consider making this change. It wouldn't change max detection range at all, only make the reduction of detection range from front aspect less drastic that it's currently (over 96%).
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