Recommendations to improve DW performance (Seawolf):
1. Ping steal bearings & ranges should be a part of game-play. Pingsteal is a way sonar can compute target’s range based on the target’s use of active sonar. In addition, any active sonar may return a signal on any nearby target, thus providing a bearing and a range to listening platforms. This too should be included in DW gameplay. Example, you have a scenario with three units: 1 blue team surface warship actively pinging, 1 blue team submarine nearby, 1 red team submarine nearby. Based on the use of the surfaces warship’s use of active sonar, both blue and red submarines will have bearing and range to blue surface warship. Red submarine will also get a bearing and range to blue submarine from blue surface warship’s sonar. Blue submarine will get a bearing and range to red submarine from surface warship’s sonar. (This is almost like link data, but the blue team submarine need not be in communication with blue team surface warship.)
2. ADCAP post launch wire information should be included in gameplay. This includes the mode of operation (searching, homing, C/M, & weapon armed, etc.), weapon depth, course, speed.
3. Cosmetic: can we make the Seawolf periscope viewing window (eyepiece) larger?
4. Include a position keeper in the TMA module. See
http://www.maritime.org/tdc.htm for background information on a position keeper. WWII style Position Keepers were modeled in Fire Control software and used to dial in very quick solutions for a variety of purposes, including snapshot scenarios. This should be very easy for the DEV Team to model in DW.