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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Planesman
![]() Join Date: Apr 2005
Posts: 187
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Blue circle really only matters with the Mk.14, and if the target is maneuvering then that precludes the use of Mk.14 anyhow.
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#2 |
A-ganger
![]() Join Date: May 2009
Location: Hooper, UT
Posts: 80
Downloads: 89
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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.
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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) |
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#3 | |
Engineer
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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. |
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#4 | |
Sailor man
![]() Join Date: Oct 2013
Posts: 44
Downloads: 5
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#5 | |
Electrician's Mate
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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... |
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#6 | ||
A-ganger
![]() Join Date: May 2009
Location: Hooper, UT
Posts: 80
Downloads: 89
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Quote:
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?
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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) |
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#7 |
Samurai Navy
![]() Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
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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.
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#8 | |
Engineer
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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. |
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#9 |
Samurai Navy
![]() Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
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Sure. It adds another layer but shouldn't be a big deal, the game is so light on hardware as it is.
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