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#1 |
Seasoned Skipper
![]() Join Date: Jul 2007
Location: The Icy North
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The thing with the high noise values for enabled weapons is that this takes into account the output of the active seeker.
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#2 | ||
Sonar Guy
![]() Join Date: Sep 2002
Location: Canada
Posts: 395
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On the topic of torpedoes as well, this may be a mistaken assumption on my part but, would it be possible to create a passive/active guidance mode? My understanding (especially on many non-wire-guided homing torpedoes) is that once a torpedo gets a good sniff of something passive and goes terminal, it would then switch to active-mode for greater accuracy.
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![]() Last edited by The Bandit; 08-09-17 at 02:16 AM. |
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#3 | |
Eternal Patrol
Join Date: Mar 2002
Location: Long Island, New York...home of the 5 gallon economy bucket of "Cruiser's Crunchy Egg Salad"!!!
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#4 |
Watch
![]() Join Date: Aug 2017
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I tend to have my best luck hunting that Yankee is shallower water <1000ft. Normally, I got silent and nearly bottom out and let him pass me by, then creep into his baffles and hit him with 2 torpedoes. If his escorts sniff me out, I impose him between myself and them, and they usually do the job for me. Fairly often I can conserve my own torpedoes by playing mongoose to the enemy's torps, but it's a game I'll lose just less than half of the time.
The issue with the Yankee in 1968 is that it is using 1980's equipment. The sonar is too sensitive, and it has access to the SS-N-16 more than a decade before it was available. |
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#5 | ||
Sonar Guy
![]() Join Date: Sep 2002
Location: Canada
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What I have done to the Mk 16 though (will be in the next release of OAS) is add circle pattern running. This can work out to be a very effective "one-two" punch with the Mk 37. If you have a target (say a Riga) that you put a Mk 37 onto, in order to make him evade, other than maybe trying to set up a low % leading shot with another Mk 37, he'd pretty much be in the clear once the first fish runs out of power or he gets outside of its seeker range. Now in many cases this would put you in position to try a spread of Mk 16s at a nice, non-maneuvering target, but in many cases you're left with a horrible oblique angle-on-bow where you're only shooting at a small slice of the ship, which again greatly decreases your likelihood of scoring a hit. With a circle-runner, as long as the target isn't too far away (to the point that he can get out of range before the fish overtakes him and starts running its circle) you have a pretty good chance of being able to plant what amounts to a moving minefield ahead of him. Now obviously all this goes out the window if he starts maneuvering, but if that happens then there's a good chance the Mk 37 is going to get him when he starts making turns. I'm not sure how many total / which mods of Mk 16 had the circle-running feature but at least two post-war straight/pattern running torpedoes were canceled at least partially in favor of just adding that feature to the Mk 16. As best as I can tell (aside from maybe a few test mules) circle was the only pattern on the Mk 16.
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#6 | |
Eternal Patrol
Join Date: Mar 2002
Location: Long Island, New York...home of the 5 gallon economy bucket of "Cruiser's Crunchy Egg Salad"!!!
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The only other thing I was thinking of is the Mk48 came online sometime in the very late 60's or the early 70's I believe. Does the game model that and will the '68 campaign, if you play it long enough and enough game time goes by, will the game offer us the Mk48 as a stores option to outfit your ship at the historically accurate time in history? If it did I would assume it would be the first version of the 48 that we developed, not the ADCAP. If the game doesn't do this can we do it as a mod? At least this way we have something to look forward to if you stick with the '68 campaign long enough. I dunno.....I really like the '68 campaign and the early versions of the ship and sub platforms we used. Once in awhile playing something a bit more challenging than just jumping behind the wheel of a Seawolf or Virginia class is pretty cool. I like the challenge of using a Permit, Skipjack or even a November now and then. What can I say....sometimes you just wanna drive a Pinto instead of a Porsche. ![]() "CC" ![]() |
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#7 |
Sonar Guy
![]() Join Date: Sep 2002
Location: Canada
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Yeah kind of. The Mk 16 was never considered an ASW weapon and wasn't designed with that in mind. As I mentioned earlier, it was limited to a depth of 200 ft and had no seeker of any kind, unless you want to count the magnetic influence exploder(which I think was back by the time the war ended, in a much improved, non-Mk 14 debacle form).
As far as I'm able to tell the depth control consisted merely of a pre-set which was intended to run the torpedo under the keel of its intended target, so pretty much the exact same as the pre-WW2 Mk 14. As for the Mk 48, no its not included in the 1968 campaign unless by mod. You are correct that the Mk 48 development dates back to the 1950s and some of the test fish were probably shot as early as 1968 but it wasn't really until the 72 that they started deploying them to the fleet, and even then it wasn't until about 76-78 where they became the mainline weapon as the Mk 37s began to be mostly retired. The Mk 48 development is actually quite interesting because it was initially conceived as basically a really fast Mk 37 (would have actually had a lighter warhead than the Mk 37 but used a more potent explosive) and overtime was changed to become the new general purpose ASW/ASUW weapon of choice as the old straight runners were obsolete and aging out of service.
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#8 | |
Eternal Patrol
Join Date: Mar 2002
Location: Long Island, New York...home of the 5 gallon economy bucket of "Cruiser's Crunchy Egg Salad"!!!
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OK. It sounds like as far as making any big time mods to Mk16 and the '68 campaign, we're more or less out of luck except for your seeker head mod. Unless there was a way to straight up just add the earliest version of the Mk48 to the campaign and have it show up at a certain date, I don't think I have anything else to add, except maybe making the Mk37 a wee bit faster.....say 30 kts tops. Unfortunately it probably isn't very historically accurate. I dunno, this is going way above my pay grade now, I think I'll shut up and let those of you smarter than me figure this one out. ![]() ![]() "CC" ![]() |
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#9 | |
Gunner
![]() Join Date: Jul 2002
Location: Finland
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![]() Last edited by Barleyman; 10-16-17 at 06:02 PM. |
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#10 | |
Watch
![]() Join Date: Mar 2008
Location: Pensacola, FL, USA
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Or will it use the 230db level as if it were actively pinging? |
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#11 | |
Ace of the Deep
![]() Join Date: Jan 2006
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Ideally, torpedoes should be modeled like sonobuoys with sensors that have adjustable sensitivity values. If that's too hard for the average player (or AI) at least make the PASSIVE seeker that way and keep the simpler fixed ranges for the active seeker. |
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#12 |
Seasoned Skipper
![]() Join Date: Jul 2007
Location: The Icy North
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Well, at the very least passive torps should probably search at the lower speed setting.
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