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Old 07-20-06, 03:19 PM   #16
Mau
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Yes masts and periscopes are detectable on radars.

it is hard though and very often the lookouts has to be aware in which vicinity to look for (for visual).

in the navy when we have a possible sub contact we are taking some actions (resolving contact) by looking on the chart (pinnacles), radar and visual (those last two call non acoustic means).

With the very quiet SSk now the non acoustic means represent sometimes up to 50 % of the detections!!

A Periscope at 3 to 5 Knots will create a wake and sometimes because of the sun the lookout can see it from fairly far.

In the game now, I am guessing that from the OHP nothing will be visible on radar or reported visually on any Mast?

I see your points. But I think that would be great to have a slight possibility to detect it with radar at sea state below 2 inside let say 8 to 10 miles (like a 25% chance). But I know we talked about this and I think it is kind of hard to do.
But I am still hoping that with all the work arounds......

Great work Luftwolf!! Continue your outstanding work!!
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Old 07-21-06, 12:31 AM   #17
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Some sensors work underwater and some don't, and I'm not sure exactly why other than some apparently arbitrary decisions by the designers, so that means the visual sensors are the only way to do this.

@Xabba The radar model is too simple, yes, and SCS didn't have nearly the time to do the kind of game-tuning (database/doctrines) that makes features like these possible. Technically, nothing about these changes is very demanding, however, very small judgements about parameters this way and that create HUGE gameplay issues. So the process of adding things like this is a matter of judgement, experience, and above all, TIME, which is something official developers rarely have (time that is...). I guess there is also some imagination and desire involved too...

In terms of balance, the submarines being detectable on the surface (visually) at the same range as at PD applies ONLY to the autocrew lookouts on the PLAYER P-3 and MH60, the AI retains the ability to detect submarines on the surface at greater distance (it's complicated but not really as to the answer why). The player lookouts are a bit more limited as a convention in DW, so this kind of thing has a precedence... additionally, the detectability of the submarines on radar is unchanged. So, really the only issue here is if a player thinks he can gain an advantage over the airplatforms by running on the surface as opposed to PD (because the visual ranges are the same)... which is really dumb logic from a player standpoint, and something the mission designers should de facto already account for (rarely will you have a single lonely P-3 or MH60 out in the middle of the ocean hunting a submarine, so if you want to go the surface fine by me). The point is to make being at PD much more dangerous and the only tradeoff at this juncture is the same detectability curves for the player P-3 and MH60 for PD and surfaced submarines... so nothing has been lost in adding this fix, other than perhaps about a 1-1.5nm of surface detectability for submarines, which I think is a minor trade, personally.

@ Mau The masts themselves cannot be made detectable objects, and the radar sensors don't work underwater, so I can't apply the same changes to the radar sensors. In terms of which platforms will have this capability and which will not, I've given the sensors only to dedicated ASW or multimission aircraft with ASW functions. The reason for this is two fold: 1) only these aircraft have the specialized equipment and trained crew for hunting submarines using the logic I've laid out for these sensors 2) some surface ships may have this equipment as well (to find masts on the water) however it would work without needing the radar equipment on (in game) and would require a range that is simply too far to justify the kind of fast detections we get using these sensors.

Cheers,
David
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Old 07-21-06, 05:35 AM   #18
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Well guess what... after all that, I've found that with some extra fiddling around, I can make underwater contacts detectable on radar...

So what does this mean? I have no idea.

I'll get back to you after I recalibrate.

More options is always good... so all this is currently back into design.

Cheers,
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Old 07-21-06, 06:23 AM   #19
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Ok, so here's the new plan.

I am going to keep the visual sensors as I have them, perhaps reducing the range of visual detection a little bit.

For the AI platforms, I am going to add a few "mast detection" radars of various qualities to ASW aircraft and appropriate surface ships (these don't necessarily have to be unique radar systems, they are just fulfilling the role for game mechanics purposes, and actually gives me the flexibility to vary surface and subsurface submarine detection for the AI).

I am going to calibrate these sensors to the ESM meters in the submarines so the meters will actually give you meaningful feedback about the potential threat of counterdetection (finally).

Also, I've found a way to put aircraft into EMCON mode, so I'll have ASW aircraft blinking their radars as well, which should make the cat and mouse game a little more interesting.

For the player platforms, I can't add a new radar system... so I have to work with the MH60, P-3, and FFG radars as they are, but now they will be useful tools for finding submarines at mast depth. I may have to make the same trade off I made for the lookout sensors, that is, make submarine less detectable when on the surface, but not hugely so.

I still have to crunch the numbers... so we'll all see together.

Cheers,
David
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Last edited by LuftWolf; 07-21-06 at 06:29 AM.
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Old 07-21-06, 04:58 PM   #20
Molon Labe
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This is a fascinating development, and I very much like the idea of being able to get useful feedback at ESM.

But, with the newfound radar workaround will the doctrine be able to test to see if a mast is actually raised? Being able to visually detect subs at PD, in spite of the problems with variable visibility being largely unaccounted for, is a great enhancement. The problems are mostly controlled because of the limited detection range; the un-realism introduced is relatively small. But I can't say the same for radar detectability of subs at PD.
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Old 07-21-06, 05:31 PM   #21
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How deep can you dig into the database and doctrines Luft? Really good stuff.
LWAMI4 will be great from what I read. I hope it will be here when I'm back from vaccation in late august. I think I will need some time to relax in front of a computer then.

Cheers Porphy
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Old 07-22-06, 08:48 AM   #22
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Luftwolf,

I think you are doing a fantastic job with the LWAMI mods.

Let me start my comments on this subject by saying that I have absolutely no experience in creating mods. Additionally, I appreciate your improvements to the P3 CM’s and the changes to the field of view on the sub SAM’s.

I have found that when I have been shot down it is normally after I passed over the sub and have not gained visual contact with the sub or the SAM. This is usually the result of the sub coming to the surface shortly after I have passed over it. Normally when I play the Radar is not auto-crewed. When the Radar is auto crewed it seems to take 3-4 sweeps before a new contact is reported.

Given that the P3 has an aft visual observer position I find that it is somewhat unrealistic that a sub can come to the surface and launch a SAM, in the aft sector, with a low probability of being seen by the P3.

On a second point. I have done some basic testing and found that a human player, in a sub, is able to gain visual contact on an a/c, as it comes into SAM range, regardless or the weather conditions, cloud cover or sea state. The same is probably true for the P3 vs a sub in the forward sector, but I have not tested this point.

If the visual detection range for the P3 is reduced against a surfaced sub, to accommodate the ability of the P3 to detect a mast, it could lead the situation where the sub can remain on the surface and wait for the P3 to come within firing range without the P3 being able to see the sub or the SAM. (Assuming the RADAR is off).

From a P3 player perspective I would like to see your new version of LWAMI improve the probability of visual detection in the aft sector to be at least 50% of the forward sector, and limit the subs ability see the P3 in poor weather, high sea states or high altitude, to the same degree the P3 visual range is decreased in the same conditions.

I am looking forward to any improvements in mast detection with the Radar. Most airborne ASW radars have different modes of operation. Is it possible to have the airborne ASW Radar ‘switch modes’ to go between a mode where the detection ranges are not changed and masts are not detectable and a mode where the detection ranges are reduced and masts are detectable (even better if the sweep was faster in the mast detection mode)?

Keep up the outstanding work. DW is much better with the changes you have accomplished and will accomplish in the future.

SwordfishCrew
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Old 07-22-06, 11:09 AM   #23
Molon Labe
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Quote:
Originally Posted by SwordfishCrew
Luftwolf,

Given that the P3 has an aft visual observer position I find that it is somewhat unrealistic that a sub can come to the surface and launch a SAM, in the aft sector, with a low probability of being seen by the P3.
The "un-realism" here comes from the speed at which a player can get to the Sail Bridge station. Sure, they can surface the boat pretty quickly if they wanted to, and the guy can be waiting on the ladder with the launcher strapped to his back, but it's still going to take a few seconds to pop the hatch, climb out, and bring the weapon to ready. Maybe if the "reload" timer could be used for the first shot it would be an improvement? As far as spotting the sub from the aft though, LW's visual sensor plan will let you detect him as he's lying in wait now, so you're going to see him. And if you didn't plan on flying directly over him, there's still the IR camera.

Quote:
On a second point. I have done some basic testing and found that a human player, in a sub, is able to gain visual contact on an a/c, as it comes into SAM range, regardless or the weather conditions, cloud cover or sea state. The same is probably true for the P3 vs a sub in the forward sector, but I have not tested this point.
Are you saying that the scope should be disabled at high sea state and bad weather? You mean the waves washing over the scope, thick clouds and rain that impair our ability to see anything isn't good enough?

Quote:
If the visual detection range for the P3 is reduced against a surfaced sub, to accommodate the ability of the P3 to detect a mast, it could lead the situation where the sub can remain on the surface and wait for the P3 to come within firing range without the P3 being able to see the sub or the SAM. (Assuming the RADAR is off).
There would be some loss of efficiency of the visual auto-sensor to detect surfaced subs, but do you really think it would be fair to automatically detect submerged subs as far as you could if they were surfaced? The possibilily of a sub being able to surface and remain there is far-fetched, even with a change in visual detection range. The primary means of visually detecting the sub is the IR camera, and that will be unaffected. And as you alluded to, the radar can still be used to automaticaly detect surfaced subs. Is it really worth asking for LW to "fix" this so that submerged subs are automatically detectable out to the same range that surfaced subs are automatically visually detectable now, just so that you preserve the ability to automatically detect to automatically detect surfaced submarines that you already have two very realiable means to detect already? You might wish to consider that this tiny "benefit" to you has a rather large cost to others (being detected automatically while submerged at unrealistic ranges).
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Old 07-22-06, 12:14 PM   #24
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Is this going to negatively affect diesels opperating in Litorial waters? I seam to recall often having to navigate at or even higher than PD to traverser harbours, shorlines etc....

Cheers,
RedDevil.

P.S. Great work Luft!
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Old 07-23-06, 04:37 PM   #25
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A quick update for you guys.

I have to consider all these changes very carefully... so I'm going to take a short break from active work to get some distance and perspective, and also to recharge myself a bit from the torpedo work.

I'm still working on this daily, but I may not have enough done to give you guys almost daily updates like I have been... so even if you don't hear anything for a few days, of course, I'm still chewing on it.

Just so you guys can plan things, I'm hoping to have LWAMI4 out around September 1st, so let's say 1st Quarter 9/2006.

It may be sooner than that, depending on how things go, but if it looks like things are going to run long, I'll select certain changes to be held for the next version and get an official mod version out for you guys.

Thanks for your continued support in this project!

Cheers,
David

PS I'm going to respond to some of the discussion in this thread when I get a chance to consider what has been discussed.
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Old 07-23-06, 08:14 PM   #26
GhOsT55
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when u do the tihings on the mh-60 can u make the mad sensor visibale on its pylon cause when u look at a real one u can see it
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Old 07-24-06, 03:46 AM   #27
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for mast detection using RADAR read this paper:

http://techdigest.jhuapl.edu/td1801/ousbourn.pdf
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Old 07-24-06, 09:09 AM   #28
LuftWolf
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Quote:
Originally Posted by GhOsT55
when u do the tihings on the mh-60 can u make the mad sensor visibale on its pylon cause when u look at a real one u can see it
Masts and cabels are not modelled for AI platforms, of which the MH60 is one when it is used as the FFG helo. The MAD sensor is visable when the MH60 is player controlled. This is dicated by the engine (that the AI doesn't use masts and cabels per se, but rather the sensor positions are abstracted by the engine based on the database settings).

@ MSG Thanks! That looks like it could be very helpful!

Cheers,
David
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Old 07-25-06, 03:30 AM   #29
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Very interesting document posted by Galileo


Luftwolf enjoy your break and relax


ps : OHP rules !
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Old 07-25-06, 03:08 PM   #30
GhOsT55
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ok but this is out of place but can u up the cap of the harpoon load on the ffg?
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