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#11 |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
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Did some testing in the FFG.
Active sonar works beautifully! Audio pings are NOT audible at maximum display range. No audio or visual returns were present until I had a Kilo at side aspect at ~7 miles. At that point, there was a clear audio return, but I had to hunt for a visual. At the same time, there was a Kilo that was closer, at angled aspect at about 5 miles. It did not generate a return until it tured to show side aspect. The only thing I would change would be to increase the visual returns that come along with the audio. Since audio returns are not being generated at max range, there is no need to remove them. I see tactics starting to mean something again! Keep up the good work. ![]() In other news: RAM SAMs are now about 33% effective against subsonic ASMs. AI surface units seem less aggressive in engaging other surface contacts with ASMs. This needs further evaluation before it is "solid." The SS-N-27 appears to be working as intended. Unfortunately, the bug with the FFG not plotting a radar contact properly is still occuring; it may even be worse--a fast moving contact I bracketed resulted in an SM-2 hitting a fishing boat. I'm not sure this can be modded away... The AI is enabling the -27 about 4 miles from the target. The 53-56KE Wakehomer will now cripple a Harper's Ferry LSD with a single hit, two will sink it. (I think it used to take four). The TEST torpedo is now attracted to destroyed ships, but does not detonate on them. One TEST began to persue the launching platform shortly before the sunken ship dissapeared. |
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