View Single Post
Old 10-07-05, 08:15 PM   #6
SeaQueen
Naval Royalty
 
Join Date: Jun 2005
Location: Washington, DC
Posts: 1,185
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by Amizaur
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.
I'm not sure that that's clear, and the thing is, it doesn't really take a whole lot of missiles. Depending on how much time you want to devote to TMA, the tactic is still valid. You just have to narrow down the AOU a little more. It's not necessarily unrealistic, either. What we HAVEN'T thrown into the mix is the effects of countermeasures and evasion. Then this gets a little more complicated. We're assuming a very naive player.

Quote:
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.
In my ideal world, the seeker range of a torpedo would depend on the sonar model. Maybe I'm too idealistic, though. My ideal sim probably doesn't run in real time. :-)
SeaQueen is offline   Reply With Quote