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Old 10-07-05, 05:04 PM   #16
Amizaur
Sonar Guy
 
Join Date: Nov 2002
Location: Poland
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Quote:
Originally Posted by XabbaRus
That is the whole point of SUBROC.

First look first kill.

You don't even need that great a solution for a kill with subroc.
You need great solution because the real max acquision range of UMGT-1 or MPT-1UE torpedo is about 1500m in good conditions, combine this with SUBROC drop error and you have to be really sure where the target is .
Of course I'm talking aboutn real-life or modded game.
Reduced seeker range combined with launch transients and manual TMA limitations should be enaugh to reduce their usage, if not we may add random error in drop range and/or bearing to subroc doctrine.
Of course theoreticly you may try to launch many missiles to cover bigger area but I think more than two is unlikely in reality, there is very limited number of them on the board usually. Interesting proposition would be also to make limit of possible load of SUBROCs in non-written fair-play game rules...?

But in stock game acqision range of SUBROC torps is 4500m in all conditions combined with auto TMA, no missile launch transients and relatively long detection ranges is rather... uninteresting...

The well tuned random error in TMA autocrew calculations is high priority patch suggestion I think. Probably was mentioned but maybe somone should refresh this in patch suggestions thread...

Beside this we could convince SCS to reduce by half seeker range of air-dropped torps and of course add missile launch transients (either a crew report or launch audible/visible on sonar) in 1.02 but both things can be done in mods so it's not so important as game-engine fix of too good auto TMA.
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