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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Naval Royalty
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I've been playing with the P-3 lately. I created a scenario where I was the pouncer for 3 CVOAs located in the Philippine Sea, and I had to make sure a CVN didn't get sunk. Interestingly, my most effective search sensor wasn't the sonobuoys at all. I used them mostly for prosecution. It was the radar!
Up at 2000ft, the radar horizon is pretty long so I could search large portions of the ocean relatively quickly. When I saw a radar contact vanish from my screen, I knew it was a submarine submerging. I'd fly to the last location and just drop a torpedo on the MAD hit. I'd get 'em every time. |
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#2 |
Silent Hunter
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A little surprising. I know there's a hardcode that makes D-E subs run their diesels on occasion, but I think they usually do it snorkeling. Did you set up the mission to force them to surface on some interval?
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#3 | |
Naval Royalty
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I just let the AI do it's thing. There was no coding at all in it. Something I've noticed, and this goes back to my usual axe to grind, is that people don't make missions with the correct distance and time scales in mind. Out of 24 submarines in the whole scenario, I only saw 2 pop up in 3 hours. Part of that was due to the limitations of my radar horizon at 2000ft too. There might have been more and I just didn't see them. None the less, if you throw enough submarines in there, eventually, you'll see them surface. Another thing I've noticed is that submarines at periscope depth will go deep when a helo goes near them. I guess they're trying to avoid the MAD. There's actually a lot of interesting behaviors built into the stock AI, but they're realistic ones, which means that yeah, the submarines won't pop up a whole lot, but they do pop up. |
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#4 |
Subsim Diehard
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Care to share the scenarios? I played your RIMPAC scenario. It was challenging. You should make more and share them.
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#5 | |
Naval Royalty
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The mission I'm playing with now is still in the works, but it is definitely promising as one to send in. I actually want to make a campaign some time. I just can't figure out how to make that part of the scenario editor work. |
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#6 | |||
Silent Hunter
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EDIT: it turns out I'm wrong about the snorkeling; that is also doctrine. Quote:
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#7 |
Subsim Diehard
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Maybe a a PM to him would be in order to check that everything is cool?
Of course... subguru.com is the only repository for DW scenarios... if the site ever went down all the scenarios would be lost... hmm..
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#8 | |
Naval Royalty
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#9 | ||
Silent Hunter
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#10 | |
Naval Royalty
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There isn't really anything devious about it. The surface ships behave pretty brainlessly. It's tough because you've got to quickly make decisions in the face of great uncertainty, which is the real challenge of being a submarine officer. You never really know how far away the surface ships are exactly, so how do you evade them? They come up awfully quick. If you're smart you can make some good guesses but even then it's not easy. |
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#11 |
Subsim Diehard
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A 10% probability of survival? Now that's just plain wrong...
![]() *goes off to try the mission*
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"Seek not to offend or annoy... only to speak the truth"-a wise man |
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#12 | |
Naval Royalty
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If I was writing a subsim, I'd want to have some control over the classification criteria as a scenario designer. In one scenario, detection might be classification, in another it might be something else. I've noticed that the AI is very slow to call something a hostile sub, and giving the scenario designer some control over that might help. But anyhow, if you can remain undetected you'll probably do pretty well because the minefields aren't terribly effective against submarines. |
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#13 | ||
Navy Seal
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#14 | ||
Silent Hunter
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edit: ah hell, if you designed it for stock I don't have to worry about spoilers. The minefields are CAPTORS, and they're positioned such that they're likely to catch the sub when he has to put on a little bit of speed to traverse the Krivak route.
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#15 | |
Naval Royalty
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