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Old 06-15-17, 03:56 PM   #105
PL_Harpoon
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Join Date: Sep 2016
Posts: 210
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Quote:
Originally Posted by Lanzfeld View Post
Hey Harpoon,
Have you looked at the "refined sonar and countermeasures" mod in the download section? I was wondering if this might be something that you would want to add to your realism Mod. I think basically it makes all sonars less sensitive. It seems like it would be more realistic to me. What do you think?
Yeah, I have, but the thing is, I don't think that sonars are on the whole too powerful. If you consider that engagement starts as soon as there's a contact it seems that your sensors can pick up a convoy at 20 km (with good weather). I think that's a reasonable distance. With silent running subs it can go down to 5.

As for the active countermeasures, they seem interesting at first but then they're using VLS which is a detriment to me, and what's the point anyway?
To be honest I haven't noticed a difference in behaviour between active and passive torpedoes (other that passive don't ping). From my experience you can be dead silent and still be detected by a passive torp at the same distance as with active. They also react identical to noisemakers.

In my opinion they should work like that:
Passive torps effectiveness should increase with the noise of the target countered by the speed (noise) of a torpedo and ambient noise. When encountering the noisemaker they should identify it as such and try to go around it (basically like they do it now). Also, they should not go for wrecks or at least try to avoid them just like noisemakers.

Active torpedoes effectiveness should depend entirely on distance to target reduced only if they're on the opposite side of a layer. When they encounter a countermeasure they should just go for it with a chance of exploding on contact (their ping has returned so there must be a target there). They also might accidentally target a wreck.

If we had torpedoes acting like that or similar, having active CM would make sense. Right now it doesn't.

Quote:
Originally Posted by Lanzfeld View Post
Also when using a realistic mod what factor should be used under distance setting? X1, x2, etc...?
Yeah, I forgot about that.
1:1 scale, 1x time.
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