SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Modern-Era Subsims > COLD WATERS
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 07-11-17, 09:59 AM   #1
Steiger
Planesman
 
Join Date: Apr 2005
Posts: 187
Downloads: 20
Uploads: 0
Default

Blue circle really only matters with the Mk.14, and if the target is maneuvering then that precludes the use of Mk.14 anyhow.
__________________
Steiger is offline   Reply With Quote
Old 07-11-17, 10:11 AM   #2
Shadriss
A-ganger
 
Join Date: May 2009
Location: Hooper, UT
Posts: 80
Downloads: 89
Uploads: 0
Default

You'd be amazed at how quickly and accurately a good Sonar division can provide a shooting solution without even using the fire control computer. Granted, we'd never shoot a straight-run torpedo on them. The point I make though is that even in real time, it's possible to be very accurate even when the contact is turning and shifting speeds... at least enough to accurately place a seeking weapon.

It's not too perfect at all - in fact my problem is the opposite. It's not accurate enough when your solution percentages go DOWN. We knew where he was a moment ago, and now the solution is 20 Kyds further out suddenly? Ships don't move like that, and the solutions should reflect that even when the accuracy plummets somewhat.
__________________
STS1(SS) USN (Ret) : 1997 - 2017
USS MICHIGAN (SSBN-727 BLUE)
USS MONTPELIER (SSN-765)
IMF PACNORWEST
USS ALASKA (SSBN-732 GOLD)
USS ALABAMA (SSBN-731 GOLD)
NAVAL OCEAN PROCESSING FACILITY, WHIDBEY ISLAND
USS TENNESSEE (SSBN-734 GOLD)
Shadriss is offline   Reply With Quote
Old 07-11-17, 11:05 AM   #3
PL_Harpoon
Engineer
 
Join Date: Sep 2016
Posts: 210
Downloads: 21
Uploads: 4


Default

Quote:
Originally Posted by Shadriss View Post
It's not too perfect at all - in fact my problem is the opposite. It's not accurate enough when your solution percentages go DOWN. We knew where he was a moment ago, and now the solution is 20 Kyds further out suddenly? Ships don't move like that, and the solutions should reflect that even when the accuracy plummets somewhat.
I agree with that. In my opinion the time to first firing solution is about right but if after having a 95% solution the target starts to move around you you may not have a proper course or speed but the range should be pretty accurate for a while.

You may get that feeling from playing Dangerous Waters, but the problem with TMA in that game is that you get bearing updates every 2 minutes (IIRC). A modern sub at flank speed can do a 360 turn in that time, so obviously plotting a new solution might be a bit hard. If somehow you could increase the frequency to a couple of seconds (as I suspect real firing computer can do) it would be much easier.
PL_Harpoon is offline   Reply With Quote
Old 07-11-17, 12:05 PM   #4
Destex
Sailor man
 
Join Date: Oct 2013
Posts: 44
Downloads: 5
Uploads: 0
Default

Quote:
Originally Posted by Shadriss View Post
It's not too perfect at all - in fact my problem is the opposite. It's not accurate enough when your solution percentages go DOWN. We knew where he was a moment ago, and now the solution is 20 Kyds further out suddenly? Ships don't move like that, and the solutions should reflect that even when the accuracy plummets somewhat.
Exactly. I'll also add that ownship maneuvering should accelerate the solution more than it is now. If you have a good bearing measurement to the target (and you do if you track it by any Sonar array), two legs and you should get a reasonable solution.
__________________
Destex is offline   Reply With Quote
Old 07-11-17, 06:13 PM   #5
shipkiller1
Electrician's Mate
 
Join Date: Jun 2017
Posts: 136
Downloads: 5
Uploads: 0


Default

Quote:
Originally Posted by Shadriss View Post
It's not too perfect at all - in fact my problem is the opposite. It's not accurate enough when your solution percentages go DOWN. We knew where he was a moment ago, and now the solution is 20 Kyds further out suddenly? Ships don't move like that, and the solutions should reflect that even when the accuracy plummets somewhat.
THIS ^

I just sent a private message to the devs on this...
Solution generation is NOT accurate enough.. but it does make for an interesting game...
shipkiller1 is offline   Reply With Quote
Old 07-11-17, 11:28 PM   #6
Shadriss
A-ganger
 
Join Date: May 2009
Location: Hooper, UT
Posts: 80
Downloads: 89
Uploads: 0
Default

Quote:
Originally Posted by Destex View Post
Exactly. I'll also add that ownship maneuvering should accelerate the solution more than it is now. If you have a good bearing measurement to the target (and you do if you track it by any Sonar array), two legs and you should get a reasonable solution.
Truth. Though depending on the exact geometry and range, not always a given.

Quote:
Originally Posted by shipkiller1 View Post
THIS ^

I just sent a private message to the devs on this...
Solution generation is NOT accurate enough.. but it does make for an interesting game...
Thought that might resonate with you, Senior.

Approach Officer : "Skipper! She TURNED! Her range just went from 8 Kyds to 30 Kyds!"

CO: "You are disqualified for life. Somebody get me someone competent up here please?"

Can't argue about the interesting game aspect though... I have to wonder how much of what they did was for 'gameplay' purposes, and how much because they didn't or don't understand how it works at the basic levels?
__________________
STS1(SS) USN (Ret) : 1997 - 2017
USS MICHIGAN (SSBN-727 BLUE)
USS MONTPELIER (SSN-765)
IMF PACNORWEST
USS ALASKA (SSBN-732 GOLD)
USS ALABAMA (SSBN-731 GOLD)
NAVAL OCEAN PROCESSING FACILITY, WHIDBEY ISLAND
USS TENNESSEE (SSBN-734 GOLD)
Shadriss is offline   Reply With Quote
Old 07-12-17, 11:23 AM   #7
Capt Jack Harkness
Samurai Navy
 
Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
Default

I wouldn't say it was for gameplay reasons or a lack of understanding necessarily. Could be it was the quickest way to code it.
Capt Jack Harkness is offline   Reply With Quote
Old 07-12-17, 11:35 AM   #8
PL_Harpoon
Engineer
 
Join Date: Sep 2016
Posts: 210
Downloads: 21
Uploads: 4


Default

Quote:
Originally Posted by Capt Jack Harkness View Post
I wouldn't say it was for gameplay reasons or a lack of understanding necessarily. Could be it was the quickest way to code it.
You could be right.
Thankfully there's a quick fix for that.
When you loose SOL on a contact that had a good solution the new range can't be further from the previous one than distance that target could travel.
PL_Harpoon is offline   Reply With Quote
Old 07-12-17, 12:20 PM   #9
Capt Jack Harkness
Samurai Navy
 
Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
Default

Sure. It adds another layer but shouldn't be a big deal, the game is so light on hardware as it is.
Capt Jack Harkness is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 02:47 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.