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Old 01-04-06, 08:39 AM   #16
drEaPer
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Quote:
Originally Posted by WargamerScott
BTW: how active is the online community? Is it easy to find an opponent?
They are pretty active, but due to the way the game plays (setting up takes long, playing takes even longer) people usually make appointments beforehand. Via ICQ or forum.
Though you can always try gamespy, and see if someone is around.


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Originally Posted by WargamerScott

Q: Are all hits a "kill"? Or are enemy targets sometimes damaged too?
Ususally a hit means you gonna drown.
Nevertheless I had some situations where the torpedo didnt kill me.
I remember being at surface when I survived a torpedo hit inside a Seawolf. I emergancy blowed to avoid the torp, but it still got me, yet I didnt die. So maybe the game also takes water pressure into account. Havent survived a torp while submerged so far.
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Old 01-04-06, 12:50 PM   #17
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Partial damage is modelled for subs as well as surface platforms.

This can happen when you get hit by a weapon whose power does not exceed ownship damage capacity, or if the blast is some distance away from the ship.

How common an occurance this is can be controlled in the database, but it should be fairly rare, since a damaged sub is almost as good as dead in terms of playables.

In the LWAMI Mod, some torpedoes have very light warheads to simulate either very light torpedoes are ones known to proximity fuse so these will cause this to happen, and the Oscars and Typhoons have also been beefed up to require multiple LWT hits to completely take out. This is kind of an approximation. No one who can talk really knows what happens when a half a cubic foot of high explosive impacts an object that weights 15000ton or more under 300m of ocean. :hmm:

My gut tells me that even a double hulled russian missile boat is toast from a LWT at 300m, but something also tells me that it might be possible to sustain such a hit. We kept things simple by keeping all playable subs killable with a single playable torpedo, except for the Chinese SET torpedo, but then again who is going to kill anything with a 29kts torpedo?
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Old 01-04-06, 04:13 PM   #18
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Interesting. I imagine the same holds true for enemy AI subs? I ask because in the SOSUS Handover mission, my Mk50 hit the Akula and I received a radio message that the Russians had reported a damaged sub. The animation for the sub showed it slowly sliding to the bottom stern first (it eventually came to rest on the bottom). I was curious if that was because I didn't get a destructive kill, but a fatal damage hit.
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Old 01-04-06, 04:30 PM   #19
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Quote:
Originally Posted by LuftWolf
We kept things simple by keeping all playable subs killable with a single playable torpedo, except for the Chinese SET torpedo, but then again who is going to kill anything with a 29kts torpedo?
That a challange? I nearly had a "manuver kill" (forced target to exceed crush depth in this case) against a SW back in 1.01 Stock using the 40 knots TEST-71 PLAN verson, speed dosn't matter. At least the SW lost both of its Towed arrays. This was the (in)famous 3 SSNs Vs. Kilo (me) and Akula mission where I dodged about two dozen torpedoes and lived (I even used the "Ramius Manuver" against a spread of 8 MK 48s).
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Old 01-04-06, 06:53 PM   #20
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A SET man a SET!!!

Good story though. :|\

:rotfl:
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Old 01-04-06, 09:17 PM   #21
Kazuaki Shimazaki II
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Quote:
Originally Posted by TLAM Strike
That a challange? I nearly had a "manuver kill" (forced target to exceed crush depth in this case) against a SW back in 1.01 Stock using the 40 knots TEST-71 PLAN verson, speed dosn't matter. At least the SW lost both of its Towed arrays. This was the (in)famous 3 SSNs Vs. Kilo (me) and Akula mission where I dodged about two dozen torpedoes and lived (I even used the "Ramius Manuver" against a spread of 8 MK 48s).
From the fact you knew they lost both towed arrays, it was a real sub and not a AI one. Maneuvering error by a newbie perhaps? In theory, if you do everything right, a 40kn torp has almost no valid DLZ against a 40kn boat and IIRC Seawolf had a 600m max depth which is higher than the TEST-71 in the game. Tell me more. I might be able to put it in my back pocket for one day...

Ramius maneuver? Charge at the torps? Are you more lucky than good - they set the RTE too high?
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Old 01-05-06, 12:57 AM   #22
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Quote:
Originally Posted by Kazuaki Shimazaki II
From the fact you knew they lost both towed arrays, it was a real sub and not a AI one. Maneuvering error by a newbie perhaps? In theory, if you do everything right, a 40kn torp has almost no valid DLZ against a 40kn boat and IIRC Seawolf had a 600m max depth which is higher than the TEST-71 in the game. Tell me more. I might be able to put it in my back pocket for one day...

Ramius maneuver? Charge at the torps? Are you more lucky than good - they set the RTE too high?
1. DLZ?

2. Might he mean having run very close to a piece of terrain, deployed a noisemaker and turned away at the last second as the "Ramius Manuever"?
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Old 01-05-06, 02:13 AM   #23
Kazuaki Shimazaki II
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Quote:
Originally Posted by Apocal
1. DLZ?
Oh sorry, borrowed the term "Dynamic Launch Zone" from the Air Force in AAM employment - a similar concept. Effective weapon range depends on speed of weapon and target*. If you have a 29kn torp (or even 36knot) chasing a 35kn target, you have virtually no DLZ - the target can simply turn and run and you will never reach him. That little bit of DLZ represents the part where he has to turn and accelerate.

*as well as altitude. Not so important underwater, but in real life IIRC torpedo performance varies a bit depending on its running depth too.

Quote:
2. Might he mean having run very close to a piece of terrain, deployed a noisemaker and turned away at the last second as the "Ramius Manuever"?
Could be, but I prefer the book Ramius.
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Old 01-05-06, 05:23 AM   #24
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Quote:
Originally Posted by Kazuaki Shimazaki II
Quote:
Originally Posted by Apocal
1. DLZ?
Oh sorry, borrowed the term "Dynamic Launch Zone" from the Air Force in AAM employment - a similar concept. Effective weapon range depends on speed of weapon and target*. If you have a 29kn torp (or even 36knot) chasing a 35kn target, you have virtually no DLZ - the target can simply turn and run and you will never reach him. That little bit of DLZ represents the part where he has to turn and accelerate.

*as well as altitude. Not so important underwater, but in real life IIRC torpedo performance varies a bit depending on its running depth too.
Ah I see. I'm familiar with the concept as I'm a AAW guy, but I always known it as a "No-escape zone" (NEZ). I have no idea what bubbleheads call it.


Quote:
Could be, but I prefer the book Ramius.
As do I. Taking one for freedom is way more cool than shaking off both torps.
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Old 01-05-06, 06:14 AM   #25
Kazuaki Shimazaki II
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Quote:
Originally Posted by LuftWolf
A SET man a SET!!!

Good story though. :|\

:rotfl:
Hey LuftWolf. Think it might be better to do a LWAMI mod exchanging the SET-53 (which is worse than useless) with a "Yu-5" torpedo for the Kilo? Chinese (printed in Hong Kong) sources would claim that such a torp came into service with Song-class, and even if it doesn't, such a torp as a hypothetical would be an equalizer. As it is, I might as well carry 53-65K torps even in ASW - the thing is that useless.

You've given the Americans a new Mk54 and the Russians got to exchange the "Type 53" for a UGST, so maybe it is time to give the Chinese a turn...

It supposedly has a range of 30km, speed 50 knots, max depth 400m, wire guidance, 200kg warhead. I suppose you can use your UGST as a template. Make it available on all six tubes of the Kilo, but only 5 and 6 have the facility to do wire guidance.

Just a thought...
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Old 01-05-06, 11:22 AM   #26
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That's actually a pretty darn good idea.

I'll look at it. Changing the parameters of the Set-53 to match another more effective torpedo is pretty easy, although I might not be able to make it wireguided.

So at worst, I can make the Set-53 more like a USET-80, which I think would work fine as well.

Thanks for the idea!
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Old 01-11-06, 10:46 PM   #27
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Default About the Seikan Tunnel mission...

Could someone please guide me through the Seikan Tunnel mission? I really need some help on that one. I've tried it a couple of times now, but I just can't see that d*mn midget sub! I ping and I drop buoys, but even if I have "show truth" (or whatever it's called) turned on and know where to look, I can't find it on my sonar screen(s). Please help!

EDIT: OK, I'm a little further down the road now . I managed to find it with the help of show truth (at least I found it...). Now another question: When I have a contact, how do I determine if it's a surfaced or submerged one?
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Old 01-12-06, 01:30 AM   #28
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Look out of the window (Pilot/ATO) or turn on Radar (both for Helo) or for the P3, look out of the Pilot window, turn on radar or use the camera.

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Old 01-12-06, 05:14 AM   #29
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Quote:
Originally Posted by OneShot
or use the camera.
I find the auto-track option on the camera for an Active Sonar Return for this exact purpose. It works wonders.
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Old 01-12-06, 09:47 AM   #30
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Is that realistic? Do you really have to send a chopper out to know if the contact is a ship or a (submerged) sub?
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