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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Nub
![]() Join Date: Jul 2017
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Hello,
I was attacking two subs, when I was a bit too cautious/too passive, loitered a bit too long and an enemy detected me. He launched two torps at my current position, and shot one to the south, into my predicted escape path. I quickly snapshot two of my own towards him, on passive. One would eventually catch up with him and take him out. When I noticed he launched those torps, I immediately went flank and got out of the way before they activated. The third torpedo (that was a pretty good prediction by the AI! or was it luck?) was going to be a bit of a problem, so I slowed down, launched a MOSS towards it to fool it. It worked. ![]() I immediately went flank again to create some distance, when I noticed one of the torpedoes I shot at the enemy sub came back for my own MOSS! I quickly launched another MOSS to try and fool it, but it was only fooled momentarily. I went vertical as hard as I could, and even blasted up to the surface. Narrowly avoided the mk48, and it convincingly went for my MOSS after all. ![]() I was now on the surface, 0 kts, and the mk48 homing in on my MOSS 700 feet lower. When it caught up to the MOSS, it did another 180 and ... it picked me up. 700 feet up, stationary, a passive mk48 picked me up and blew me up. Now my question is: HOW could this happen?! |
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#2 |
Gefallen Engel U-666
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PieShade!
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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#3 |
Planesman
![]() Join Date: Apr 2005
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Yeah Mk48 seems a little too sensitive on passive homing. I want to say someone released a realism mod that addresses this.
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#4 |
Swabbie
![]() Join Date: Jul 2017
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Not 100% sure as to why except the sensitivity is turned way up or it's a game mechanic to help your torpedoes hit better at a lower difficulty (don't know what difficulty you have it on)? Can't say for sure though, I'm just guessing. But I do sympathize with you man, I torpedoed myself twice when I was learning how to play the game while driving my Narwhal
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#5 | |
Torpedoman
![]() Join Date: Oct 2005
Location: Buenos Aires
Posts: 112
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To mention a couple of stats, the Mk 48 has a very optimistic acquisition range (4,000 yards), and its acquisition cone is set to 80 degrees when the best Soviet torpedoes have 60. That's presumably horizontal acquisition, vertical is meant to be 15 degrees for all guided weapons, if I'm interpreting the files correctly.
Julhelm has mentioned they'll get around to addressing the Mk 48's omnipotence eventually. For one, the 48 was ignoring the effect of anechoic coating and that's already fixed (not sure if in 1.05b), which should reduce the effective acquisition range against Soviet subs by as much as two thirds. Quote:
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![]() = Longer Campaigns: Marathon Edition = 500-yard MAD range Last edited by Shadow; 07-07-17 at 07:36 AM. |
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#6 |
Nub
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Good to hear it may not be just me then ...
I'm playing on Realistic, and I don't think that increases the sensitivity of the mk48. I don't know if it's historical, but the mk48 really is easy-mode. If I fire a single mk48 relatively accurately at an enemy sub or surface vessel, it's pretty much always going to hit. The only time it doesn't, is when it moves around a decoy and picks up a wreck laying at the bottom of the ocean. |
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#7 |
A-ganger
![]() Join Date: May 2009
Location: Hooper, UT
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Sensitivity isn't the problem in this case - lack of realism is. MK48s have installed systems that are supposed to prevent them from attacking the firing craft (IE, YOU), and these are obviously not being modeled. Heavens, those safeties were in as early as the SCORPION era, and figure prominently in theories as to why the SCORPION was 180 degrees out from her expected course at the time she sank.
The weapons should be shutting down if they do anything more than a 120 degree turn prior to terminal homing, and they simply aren't. |
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#8 | |
Grey Wolf
![]() Join Date: Jun 2011
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If the wire is broken they will target anything Is this not the case in real life? I am not doubting your knowledge Shadriss, it is a genuine question I honestly do not know ![]()
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-------------------------------------------------- Authority should derive from the consent of the governed, not from the threat of force If the only tool you have is a hammer, pretty soon everything starts to look like a nail FOTRS Ultimate http://www.subsim.com/radioroom/showthread.php?t=226270 The future of SH4 - coming to a PC near you soon ![]() |
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#9 |
Aggressive skipper
Join Date: Nov 2012
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Doesn't it make you wonder how they can put IFF on a fighter plane but they can't have the subs and torpedoes with the same?? Fighters and bomber cost millions but a sub costs billions and a lot more lives are at risk on a sub..
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Shoot,Move,Communicate..Kill,Destroy,Eradicate... |
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#10 | ||
A-ganger
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No, ACR or any of the newer systems that prevent this issue would be the way to go with this. |
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#11 | ||
Torpedoman
![]() Join Date: Oct 2005
Location: Buenos Aires
Posts: 112
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EDIT: Damn, ninja'd. Quote:
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![]() = Longer Campaigns: Marathon Edition = 500-yard MAD range |
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#12 | |
A-ganger
![]() Join Date: May 2009
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Thing is, in ASW combat, by the time you know a torp is on it's way, there is next to no chance to create the situation you describe. Standard evasions tactics is to put all your speed across the LOS (IE, put the weapon off your beam and floor it). Unlike the game, where you can create 'knuckles' (total BS, BTW) and noisemakers are very effective in the short term, modern torpedoes aren't going to lose their lock easily, and they certainly don't turn away they way the MK48s in the game do when they get fooled. That's how I got killed twice in this game so far - 10Kyds away, my weapon gets spoofed, turns 90*, and then SOMEHOW picks me up and homes in. So yeah - ACR should be in here, but isn't, and now we're getting killed by something that even the NAVY figured out decades ago. |
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#13 | |
Torpedoman
![]() Join Date: Oct 2005
Location: Buenos Aires
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![]() = Longer Campaigns: Marathon Edition = 500-yard MAD range |
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#14 |
A-ganger
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Gyro angle is gyro angle, and the limits were set at launch. Going into terminal homing would only remove that cutout from the logic. Once homing was lost, the original gyro cutout limits would still exist, and it would shutdown based on that.
Despite what a lot of sub games show, detection ranges in a sub-on-sub situation, assuming two modern and upkept ships, is extremely short range. If what the games show is a street brawl, then sub-on-sub is a knife fight in a dark alley wearing a blindfold. The torpedoes are designed with those ranges and setups in mind. |
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#15 |
Seasoned Skipper
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Doesn't ACR makes the reattack patterns and circle search patterns as such moot?
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