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Old 06-14-06, 11:45 AM   #29
Amizaur
Sonar Guy
 
Join Date: Nov 2002
Location: Poland
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One more thing I forgot to mention - if you make some missiles high flying and diving attack, not only the for FFG but even for Ticos and Burkes they will be almost impossible to hit... Long time ago I did a nice doctrine emulating real AS-4 flight and attack profiles, only to see that vertical part of intercept trajectory used by DW (go to target alt immediately) combined with intercept trajectory lag bug makes diving AS-4s almost impossible to hit by SM-2s... Miss distance was so big that even large blast radius didn't help and most of missiles missed by large distance... :-(

(edit: don't know if both intercept and terminalhome trajectories do the same (go to tgt alt right away), have you compared them ? maybe setting intercept instead of terminalhome would help? and switch to term only in last second? I don't know...)

So I dumped this doctrine and returned to standard one... High flying missiles would be normal targets while cruising high, but when diving they become almost impossible target in DW... And AEGIS + SM-2 was designed just to counter such threats like Kitchens and Kingfishes so I don't think they should be hard targets and that few (sometimes even one!) big old Kitchens should make a threat for AEGIS ship... SS-N-27s ASM should, but not Kitchens - if not in quantity of two digit number at once...

About sonar bearing errors - I think first increase it by one for both sphere and towed (setting from 3 to 2) and we'll see what this change does to gameplay and TMA... It's minimum possible change and although momentary bearing errors are few degrees, on TMA station they are minimised to less than that. I hoped to find some info about sphere sonar bearing error (or bearing scatter) in Ehime Maru accident raport, but I found nothing... Anyone knows something about this and can say it ? Any link ?

And PLEASE tell me (on the priv if you need ) how do you plan to make under-keel detonations ?? How they would work ? From all I know, under-keel det only result in smaller tgt damage, and has side effects too...
In SCX they were commanded just by specific ceiling setting, I understand that because of new "ceiling" definition you need a separate switch for it - to attack surface tgt, 0ft ceiling must be set and then only switch can force under-keel mode ? Or swich will enable surface as valid target even for negative ceiling, and ceiling depth would determine under-target pass depth (you set it larger for CV than for small craft) ?
Well, there is always a possibility that under-keel could be default... just find a depth at which even small patrol crraft would be detected and proximity fuse triggered ?

Last edited by Amizaur; 06-14-06 at 03:20 PM.
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