View Single Post
Old 05-29-06, 04:33 AM   #63
LuftWolf
Ocean Warrior
 
Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
Default

@Jsteed The new 1.03 sonar model is more or less completely different from the previous models in several important ways, although I'm not sure if frequency absorbsion is one of them. Thanks for the information, I'll have to try them for the playable sensors and see what I can come up with.

@Amizaur and Jsteed The UUV is just a big pain... at the end of a lengthy testing process, I basically just said 12+ and screw it, the playtesters will let me know if it needs to be changed. Thanks guys.

@Molon and Bellman You see, here is Amizaur's real genius. His ATP mod calculates the fuel flow of the torpedo for each set speed and then removes that from the set torpedo fuel value in the doctrine each cycle. So in other words, the range of the torpedo doesn't just matter for the speed set, but rather for all the speeds the torpedo takes until it runs out of fuel, just like an automobile or a plane... if you step on the throttle, that means you are using more gas. Each weapon has a most efficient power band in terms of fuel consumption vs. distance, and for torpedoes that tends to be about 60% of its max speed or so (at least according to Amizaur's calculations).

So, in other words, the range of the torpedoes *depends*... on a lot. (And don't forget the various depth changes the torpedo has taken on its run, these are factored in as well for non-electrics)

Cheers,
David

PS I told you we were going to mod the hell out of this MFer.
__________________
LW
LuftWolf is offline   Reply With Quote