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#1 | |
Navy Dude
![]() Join Date: Feb 2005
Location: Germany
Posts: 176
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Found some useful information on the web by coincidence.
Especially the big active seeker range of 4000 yards made me wonder. Quote:
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#2 | |
Naval Royalty
![]() Join Date: Jun 2005
Location: Washington, DC
Posts: 1,185
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![]() Quote:
Anticipating the acoustic conditions correctly and setting the torpedo so that the sensor can home effectively is actually the hardest part of shooting a torpedo, once you localize the target. It's as much an art as anything else in sonar. If you make a mistake, the torpedo will most likely whiff. A really good torpedo model in DW would model the torpedos sonar the same way it modelled any other sonar. You'd probably miss a lot more. :-) |
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#3 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
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Well, technically in DW it does work in a way that is the same to all the other sonars in terms of the game mechanics, except that everything is marked automatically and in the database currently, all of the torpedoes are hardcapped at the same fixed range with the same sensitivity. In the mod we remedied this for 1.01, with its partially non-functional active sonar model by fitting hardcaps to the ranges. Now that for 1.03 we have a working sonar model, it is possible to remove the hardcaps on all the torpedo sonars and set them to have variable sensitivities so that aspect on target and acoustic conditions play a big factor in the way the torpedoes function.
We might have this work done for 3.00 but it may have to wait until 3.01 because it is a big project that involves a good understanding of the new sonar model.
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#4 |
Navy Dude
![]() Join Date: Feb 2005
Location: Germany
Posts: 176
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True, thats also why I once asked for a method to determine a subs depth when OS is a sub too. Was wondering if the SA doesnt have some kind of vertical azimut info about the noise its tracking.
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#5 | |
Naval Royalty
![]() Join Date: Jun 2005
Location: Washington, DC
Posts: 1,185
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#6 |
Sonar Guy
![]() Join Date: Nov 2002
Location: Poland
Posts: 398
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Now we have also torpedo speed-up after enable bug removed, so my ADCAP torpedo mod with realistic range and speed should work much better, so I'm thinking about reviewing it and offering for 3.0 or 3.01 mod, of course will make versions for all playable torpedos like UGST or 65-76 torpedo - range will depend on speed and depth of run, and max speed will be reduced at depth. I have only to rework doctrine for mod and include in it other mods from general torpedo doctrine.
Just lately realised that new shadow zone modeling in sonar model have big influence not only on detection but on torpedo attacks too - not sure if it's possible to avoid torpedo's sonar by crossing the layer (it may be too close) but definitely it's possible to send torpedo on the other side of the layer than the target and it will not hear it untill quite close :-) I'm also thinking about implementing some way of depth changing in the torpedo doctrine, but I'm not yet sure how sophiscated should it be - options are changing above/under the layer by simple clicking like in SCX mods, or even changing depth to any wanted value but this would be very complicated in use... :-/ Maybe for the start only basic speed/range mod :-). |
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