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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
XO
![]() Join Date: Mar 2002
Location: Spain
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Maybe this is more a topic for mission editor, but as it maybe involve tactics I will put it here.
Admins, feel free to change it. Trying some tests myself sneaking with my sub behind a ship (not cavitating, at speeds about 8 to 15 knots) with a counter-detected trigger, I saw that the counter-detection range for the AI is more or less the same with or without ship. Am I right or am I doing something wrong? ![]() Searching in the forum (there are really great discussions, is always interesting dig in the threads) I found that the AI detects you, but can't classify you as a submarine in the mix of frequencies. Well, this is good, but doesn't serve to make missions... ![]() If I want to make a mission about crossing a strait and one possible choice is to hide behind a ship, is no important whether you are detected or not by an "enemy" sub, but not being ID as a sub. How could this be done if it can be? ![]()
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Hay dos tipos de buques: los submarinos... y los blancos. There are two types of ships: the subs... and the targets. |
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#2 |
The Old Man
![]() Join Date: May 2005
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What if you used the enemy sub in peace-time mode .. and then break the peace-time (rules of engagement) when you are too far from masking ship ?
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#3 |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
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You might notice the the AI will never place an unknown sonar contact on the link. That's because they never get unknown sonar contacts. Any contact they get is a classified contact, and their ranges are made to suffer to compensate (a bit too much IMO).
This may not be a satisfying answer, but the solution to the problem is to set it up so that avoiding detection is possible.
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#4 |
XO
![]() Join Date: Mar 2002
Location: Spain
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Thank you both.
Dr Sids option seems better for me, changing the peace mode for detect, so the counterdetection trigger only fires if you get too far from the ship. Molon's option is not allways possible. The scenario I was trying doesn't give much options to place the enemy submarine. Thanks again ![]()
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Hay dos tipos de buques: los submarinos... y los blancos. There are two types of ships: the subs... and the targets. |
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#5 | |
Stowaway
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LOG from mission: 00000097 18:28:51 [3556] SC2: Loading Interface textdll... 00000098 18:28:51 [3556] SC2: Loaded DLL: ShipControl.DLL with Unique ID: 10222 00000099 18:28:51 [3556] SC2: Loaded DLL: SonarBB.DLL with Unique ID: 10212 00000100 18:28:51 [3556] SC2: Loaded DLL: SonarNB.DLL with Unique ID: 10213 00000101 18:28:51 [3556] SC2: Loaded DLL: SonarDemon.DLL with Unique ID: 10211 00000102 18:28:52 [3556] SC2: Loaded DLL: SonarActive.DLL with Unique ID: 10209 00000103 18:28:52 [3556] SC2: Loaded DLL: SonarIncpt.DLL with Unique ID: 10210 00000104 18:28:52 [3556] SC2: Loaded DLL: SonarSSP.DLL with Unique ID: 10214 00000105 18:28:52 [3556] SC2: Loaded DLL: Radar.DLL with Unique ID: 10220 00000106 18:28:52 [3556] SC2: Loaded DLL: Radio.DLL with Unique ID: 10219 00000107 18:28:52 [3556] SC2: Loaded DLL: FCTD.DLL with Unique ID: 10217 00000108 18:28:52 [3556] SC2: Loaded DLL: FCLP.DLL with Unique ID: 10218 00000109 18:28:52 [3556] SC2: Loaded DLL: FCINV.DLL with Unique ID: 10226 00000110 18:28:52 [3556] SC2: Loaded DLL: TMA.DLL with Unique ID: 10221 00000111 18:28:52 [3556] SC2: Loaded DLL: Periscope.DLL with Unique ID: 10216 00000112 18:28:52 [3556] SC2: Loaded DLL: IceTV.DLL with Unique ID: 10228 00000113 18:28:52 [3556] SC2: Loaded DLL: Stadimeter.DLL with Unique ID: 10215 00000114 18:28:52 [3556] SC2: Loaded DLL: SailBridge.DLL with Unique ID: 10238 00000115 18:28:53 [3556] SC2: New Track Num 1, ent hull 2, tgt hull 2 00000116 18:28:53 [3556] SC2: STARTING THE REINFORCE ALERT ADD-ON v.1.2 00000117 18:28:54 [3556] stopping file 00000118 18:29:03 [3556] SC2: New Track Num 1002, ent hull 1, tgt hull 2 00000119 18:29:26 [3556] NSE: Improved LA SSN detected by Pondicherry MSO with Active Sonar at rng 3230 00000120 18:34:14 [3556] NSE: Improved LA SSN ID'd Hostile by Pondicherry MSO 00000121 18:34:41 [3556] stopping file 00000122 18:34:41 [3556] SC2: unloading Interface textdll... Primary detection has taken place in 18:29 18:29:26 [3556] NSE: Improved LA SSN detected by Pondicherry MSO with Active Sonar at rng 3230 Classification as HOSTILE taken place in 18:34 18:34:14 [3556] NSE: Improved LA SSN ID'd Hostile by Pondicherry MSO Only in 5 minutes ( 18:34 )- (after MSO came nearer to SUB) - there was a classification. AI of a platform - the unknown contacts can have. At tactics of movement TRANSIT - this contact remain unknown - because MSO will not do attempts to come nearer to SUB. If you wish, I can show LOG also for passive sonars - when the contact remain unknown. |
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#6 |
Silent Hunter
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Two questions....
Is this something that the RA mod has changed? Will the AI ever take any sort of action (prosecute, investigate, link) against one of these contacts before classification?
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#7 | |
Stowaway
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It not features RA of addition. You can check it on LWAMi - check up FOXTROT vs 688 Imp. This sub can classify LOS-ANGELES a class from one kilometer (Speed of movement LA - 5 kts). Primary Detect at 5435 meters: NSE: Improved LA SSN detected by Foxtrot SS with Passive Sonar at rng 5435 But classification: NSE: Improved LA SSN ID'd Hostile by Foxtrot SS Occurs through in 20 minutes - when distance between FOXTROT and LOS-ANGELES was 1050 meters. 20 minutes Los-Angeles the contact was unknown for Foxtrot. |
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