Here are the implimented features of the UGST.
The UGST is a chemical fuel torpedo capable of 27nm @ 35kts and 15nm @ 50kts. The weapon has an active/passive seeker with wakehoming capability and a maximum passive speed of 40kts and max depth of 735m. The torpedo is capable of maintaing 40kts at its maximum depth, and 45kts at 320m, with maximum speed varying linearly with depth (effectively the torpedo can run at max speed to 100m or so). The weapon has an internal wirelength of 13.5nm and a 2.7nm reel on board the submarine.
The controls of the UGST are the same as the TEST-71ME-NK with the following exceptions.
On the preset menu, the actual preenable speed at launch reflects the throttle set by the Speed preset. So, the torpedo before enabling will travel at whatever speed you set minus the speed decrease from depth... this is done to allow players to still select long range shots when deep, otherwise, the throttle would always be set too high if the torpedo was launched deep, so it would go too fast if brought shallow again and use too much fuel for a low speed setting. Also, when passiveenabled, the torpedo will maintain 40kts regardless of depth, and if preenabled again, the throttle will be set to maintain 40kts at whatever depth the weapon is running at at the time it is preenabled. If the torpedo is active enabled, it will set its throttle to get maximum speed for its current depth.
Also, the Snake and Circle search pattern toggle now select for two different Search Modes, that I will describe below. The ability to automatically enable the torpedo in circle mode has been disabled, however, since the Enable button commands are the same as the TEST-71ME, you can still select CircleSearch on the wire; you can also preenable the torpedo to enable again later in Circle, and use it to program a circle reattack if the torpedo is currently homing on a target (the torpedo will stay in circle mode, unless you order it to do otherwise). The thought here is that the circle search mode in these torpedoes is only used (in the DW context) for reattacks...
The Snake preset selects for the following search pattern features. Unless the torpedo is set to run as a wakehomer, if it enables on its own, it will go to the preset searchdepth and run with a 15 degree snake to either direction (that is what is set in the doctrine, the functional snake is a bit bigger, although the relative values and how they match up to the sensor modelling are the important aspects of the search patterns) and no vertical oscillation. If the torpedo is sent to a specific depth and enabled at that depth, the torpedo will stay at that depth when searching. So, in short, the Snake preset disables the vertical search pattern and sets a narrow snake pattern. The Enable button commands are the same as the TEST family.
The Circle preset selects for the exact same controls and operation as the TEST-71ME-NK in all respects, including the vertical search pattern and 30 degree snake pattern to either side. In other words, the Circle preset enables the vertical search patterns and selects for a wide snake pattern.
While operating on the wire, the UGST has a 75% chance of successfully avoiding homing on countermeasures on top of the database determined 50% failure rate for decoys to simulate the ability of ownship operators to resteer the torpedo using data from ownship sensors and torpedo feedback. When off the wire, the UGST retains an additional 50% ability to successfully avoid decoys on top of the database determined 50%.
Now, for the ADCAP, which I want to make significantly different in character than the Russian wireguided torpedoes, so I have to start from the template on this one and really consider what features work well in what places. Then the Wakehomers, which I hope will be really gentle work in term of difficulty when compared to the WGT's.
Cheers,
David