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#1 |
Swabbie
![]() Join Date: Mar 2005
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FFG 7 Radar not working
hello all.
My big issue is, that the Radar onboard the FFG isnt worth ****. I was in a multiplayer game yesterday, and had my radars on, both Surface & Air + the remro link from the Chopper, and it couldnt pick anything up! ![]() ![]() keep it real Madcap |
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#2 |
Subsim Diehard
![]() Join Date: May 2006
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Whoever told you that sea-skimming missiles could be picked up at great range? Television? Hollywood and reality are too different things.
Amizaur found a good sight to demonstrate the height vs range limitations of a radar system. http://radarproblems.com/calculators/horizon.htm
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"Seek not to offend or annoy... only to speak the truth"-a wise man |
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#3 |
Swabbie
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i know seaskimming missiles are not that easy to pick up, but in this game they are, thats not the issue. the issue is that the radar is worthless, it couldnt find a snowball in a blizzard. i just used the calculater you gave me, and if the target in 2 meters of the surface and the radar is at 15 meters which it is, then i should be picking things up at close to 10-12 nm, but thats not happening. id be better off just switching them off, and use a flashlight to find targets.
sorry for being negative, but this issue among other things bothers me greatly. |
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#4 |
Ace of the Deep
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That's the maximum theoretical range. In reality, radar tends to do poorly in picking up tiny objects out of surface clutter even if they are over the horizon. It is IIRC said that the Sheffield picked up those Exocets mere seconds before they were due to hit.
I understand LWAMI 4 will be extending ranges some, in any case. |
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#5 |
Ocean Warrior
![]() Join Date: May 2005
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Well, there's nothing helpful in this thread.
Other than "ffg radar suxors." Thanks, that's really helpful. NOT If you are going to talk about sensor performance you HAVE to give specific details about what you were trying to pick up and in what circumstances. 75% of the time, the player is simply ignorant, 15% of the time the player has found some kind of boarderline case in which there are arguments both ways, and in 10% of the time, the player finds a legitament problem. In general, I find the FFG radar adequate. Unless of course you are facing a seaskimming supersonic missile... in which case, they are designed to defeat you and if you don't have an AEGIS vessel around, you've got some big problems. ![]() After doing this for 10 months, I wish this forum had a "useless whining without any helpful details whatsoever" filter, and I wouldn't have read this thread. ![]() Anyone who wants to provide some details to backup their comments, is more than welcome. Cheers, David
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LW ![]() ![]() Last edited by LuftWolf; 06-21-06 at 03:55 AM. |
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#6 |
Ocean Warrior
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madcap, my suggestion to you is to use the mission editor to setup a test scenario with various contacts at various ranges and see what you find using the FFG radar.
Cheers, David PS When I was learning the game, I played about half the time switching back and forth between Show Truth and Hide Truth... I really don't know how people learn the game without spending some time directly relating sensor performance with events in game reality.
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#7 |
Ocean Warrior
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madcap, after further review... I think your MP game probably had a case of "missile lag," if I can piece the situation together from what you've said.
If there is a lot going on, and someone fires a few missiles with a connection not so great, sometimes you can die and have much warning. That kinds of sucks, but you can limit this by playing scenarios that are suited for the connection and number of players. Cheers, David
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#8 |
Stowaway
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Does anyone know if I can get the FFG to drift in a turn using those little motors? You know...like in Fast and the Furious: Tokyo Drift? Been trying it for hours now
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#9 |
Subsim Diehard
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So I just finished playing through the scenario "Caper Focus" and their are diffenantly some intermitant bugs with the surface radar. One of the bugs that I noticed was that the radar sometimes refuses to update, or even acknowledge a contact.
I had a large frieghter on surface search radar at about 30nm. After the initial updates the contact refused to update for about 40mins despite the fact that the freighter was closing on an intercept course getting closer and closer. Curious, I dropped the contact expecting the radar to reset and reestablist the track. However, despite the freighter closing to within 3nm of my FFG, the surface search radar never picked the contact up... The same problem occured with the Air Search radar. There's an air corridor in the mission that sends planes through the scenario at regular intervals, at identical altitudes and course. Sometimes the Air radar picked them up and sometimes it didn't... Both sensors were really unreliable... though I doubt that its actually the sensors themselves, but rather the "autocrew" (meaning the game logic that updates tracks) seems to be unreliable and contacts mishandled.
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"Seek not to offend or annoy... only to speak the truth"-a wise man |
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#10 |
Subsim Diehard
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I've replayed the mission once more. This time the both radar tracking worked pretty well.... except when they failed to detect even one of the three ASM missiles that were fired at my ship...
"We've been hit!" Wha!!!??? Something fishy afoot.
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"Seek not to offend or annoy... only to speak the truth"-a wise man |
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#11 |
Ocean Warrior
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If you are using LWAMI 3.xx, and you have a helo in the air, then it's most definately my fault.
Sorry. I have this fixed for LWAMI4. I didn't realize the bugs with the helo were so big. ![]() Cheers, David PS Please confirm which version of the game you are using and whether you had a helo in the air.
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#12 |
Subsim Diehard
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I was using one of the LW&A versions yes, the latest I think, with the modified helo behavior. I haven't tried the misison with the stock yet.
But at the time where my radar was failing me I had already recovered my helo and put it back into the hanger (to protect it from SAMs). What's also curious about this particular scenario was that the helo, once put back into its housing, kept trying ready itself.... this probably is a completely unrelated bug, but was a curiousity nonetheless. I would assign the helo to Alert 30, but after a while is would reassign *itself* to alert status 15 and then 5. Once put back at 30, it did it again and automatically readied itself to Alert 5... ![]() To tell the truth, I don't know what's going on with this engine...
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"Seek not to offend or annoy... only to speak the truth"-a wise man |
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#13 |
Ocean Warrior
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Ah good to know, thanks.
Then it probably is completely unrelated. For those of who are interested, the way the helo drops contacts that it loses on sonar (this has to be done manually in the doctrine for aircraft otherwise they track their contacts forever using truth data...) also can interfer sometimes with target detection for other AI platforms if the helo is closer at the time of detection... it's actually pretty rare, but needs to be addressed for situations where a helo is passive over a submarine that fires. For some reason, there is doctrine input from other platforms since a detection is shared instantly by AI platforms sharing the link. SO... I'm glad the situation wasn't related, most likely... thanks. The only reason I thought it might be related is because the FFG radar is a bit different than other ownship sensors, which really are completely unrelated to doctrines, so I'm glad to see there isn't spill-over there, because it would be a major exception to the rule. Cheers, David
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#14 |
Ocean Warrior
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Incidentially, were you using the TMA Autocrew on the FFG when you had the radar problems?
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