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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.
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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.
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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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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. :-)