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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Planesman
![]() Join Date: Sep 2004
Location: Olympus Mons, Mars
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I dont profess to know anything about how the doctrines work, but ive been pondering this one for a long time.
AI submarines and active sonar. in DW they basically dont use it. True, that there are very few occasions where a submarine would need to or want to use it. But, I feel there are certain instances where it would be used. There are two instances where I feel active sonar would be used in a tactical situation: 1. Rapid detection of a time-sensitive target. in other words, if you were a sub searching for a submerged target and needed to find it quickly and destroy it before it could do something you wanted to prevent it from doing, such as launching an SLBM, sending a radio message, deploying commandoes. You might find the need to send out a blast or two of active sonar. 2. Counter-fire snapshot. If by chance youve been made by the enemy and he's got fish in the water after you. you might want to fire snapshots down the bearing of incoming fish and later send out a blast of active sonar to firm up your solution just before you turn tail and evade his fish. This is a common soviet tactic from the cold-war days when the soviets felt that NATO boats would more often than not get to shoot first. The russian tactic would be to fire snapshots and hammer away with active sonar before taking evasive action. Any way to implement this into the game for AI subs? like I said before, I know nothing about editing in this game, im just curious and wanting a new experience. |
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#2 |
Ocean Warrior
![]() Join Date: May 2005
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It is possible to code this behavior into the AI doctrine, however, since most everything has to be done in programming conditions (IF, THEN, AND, ELSE, etc) there is a fair amount of skill in making any specific AI behavior meaningful in a tactical sense. In other words, we can make it ping, but that doesn't necessarily make it a better OPFOR unless there is other programming done along with to make incorporate the behavior into tactically effective action.
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#3 |
Planesman
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alright, what about the snapshots then? can the AI ever fire snapshots or only on known contacts?
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#4 |
Lieutenant
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As far as i know the AI will fire snapshots, sometimes they wait untill the tactical situation gets better for them ie. evading fish first.
then again i could be wrong.... anyone else who knows is welcome criticism. ![]() |
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#5 |
Engineer
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Location: Alberta, Canada
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Ive seen AI snapshot a torp at me once Ive launched a weapon.
I dont think I was detected they were just reacting. In the 'SubAvoidWeap' doctrine I think. Being able to script/trigger AI subs to ping when wanted would be very ![]() IMHO. ![]()
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#6 |
Navy Seal
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I've seen a AI sub snapshot on my active ping. Well I assume it was a snapshot since that was the 1st hint he had that I was there.
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#7 | |
Engineer
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Going active in a sub to me is akin to turning on radar in a sub. Just looking for trouble. ![]()
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#8 |
Commodore
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A single active ping to launch on in response to being fired at is a very good, and valid tactic. If the launch transient and launch are your initial detection an active range could give you a kill solution. You have to assume he had a decent firing solution on you.
I don't know the answer to whether the game can be trained to make this kind of reaction. In MP I run into sub skippers that use active frequently. Given restricted operating areas and other factors it can actually often reward them with the cheap kill. I think this is the result of many "realists" disabling most of the auto crews. Few are the men that can effectively deal with all stations including TMA in a rich enviroment. Thos that can't deal often go active and use other such simple tactics. On top of that while I can handle all the stations it takes the fun out of it. Too much work to enjoy the tactical analysis. I think if you are going to disable all auto crews you should at least make it multi-station. |
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#9 |
Sub Test Pilot
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ive fired on an active and been shot at while pinging bad move i made
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#10 | |
Naval Royalty
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#11 | ||
Navy Dude
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#12 | |
Silent Hunter
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#13 |
Sub Test Pilot
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i use auto crew purely because im to busy to work all the stations even during a battle im only in one place and i dont shift from there
its not cause i cheat its cause i havnt the time to figure out tactics or next move while operation some other piece of the boat im only one person you know
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#14 |
Loader
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Using autocrew seems appropriate. For one thing it allows me to gradual learn. For another it is realistic. One can picture a busybody captain going around the different stations to check up, so me doing the same thing is not unrealistic. It is harder to picture handling all at once.
I avoid using the autocrew on the Active though. I don't know if it can really go active without my orders*and I don't want to find out in an inconvenient manner. How much active may be used is obviously a matter of opinion but I am sure that that is a decision I definitely want to reserve to myself. *isn't it to bad that you can't threaten virtual crewmen with an assignment to garbage duty? |
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#15 | |
Naval Royalty
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I *like* doing TMA and fussing over bearing rates, so I do it. The missions I like to play are frequently very long compared to what a lot of other people play too. It's not always possible for me to stare at a sonar screen all day, so I let my autocrew fill in, mostly so I won't miss something. Honestly, though, by this point, based on the mathematics of things, I usually have a pretty good idea of about when I need to start paying attention anyhow. If I know about how long it takes my Pd to reach about 0.5 given the assumptions I've made about my speed and what not, then I start worrying around the median time to detect. It seems to work pretty well. I call it a victory for Koopman. :-) |
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