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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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View Poll Results: What would improve the game model/gameplay most noticeably? | |||
Addition of sonar launch transients (to be able to detect those missile slinging subs right off your bow) |
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25 | 35.21% |
Better Torp wireguidance input (changing speed, depth, active/passive for torps in transit thru the wire) |
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10 | 14.08% |
Better FFG Helo control (dipping sonar, active/passive, torp settings) |
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29 | 40.85% |
None of the above |
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7 | 9.86% |
Voters: 71. You may not vote on this poll |
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#26 |
Ace of the Deep
![]() Join Date: Jan 2006
Posts: 1,140
Downloads: 5
Uploads: 0
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1) Actually model the propagation delay when using active sonar. I once used ONE ping on a Seawolf from an Akula and the return was very bright. I realized the Seawolf had released an Active Decoy.
The only way it could have time to do so is if it detected my ping before it even reached the sub, or else I should at least have one clear ping before it fires off a decoy. Not that I really mind designating on the bright blob that's the CM. It is a lot easier than designating on subs and the sub is close enough that designating on the CM is good enough for a shot. But it definitely is not realistic. Something similar happens to radar. I decide to damn the torpedoes and activate the radar on my sub. Even before it turns on, I've been Counterdetected. I swear the trigger is me raising my radar mast rather than the mast actually emitting. 2) Improved auto TMA plotting when dealing with air contacts. In fact, maybe air contacts should not be analyzed using TMA methods. Generally, what happens is that the first few Marks on the radar receiver allows Otto to come up with something decent on say a helicopter. But then the solution refuses to adapt. The solution's estimated bearing won't even align with the newly received bearings. |
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