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Old 04-23-09, 10:00 AM   #9
Webster
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Quote:
Originally Posted by Rockin Robbins View Post
But more accurate shooting due to unreasonable means is not authentic at all! Real subs which lost their radar and were dependent only on their stadimeter would waste between half and two-thirds of their torpedoes just to get a hit. It took more than that to sink the target.

Here we are insisting on one torpedo, one sunk. Not reasonable within the framework of simulation. Why do our tonnage numbers dwarf that of a real sub? Then we're going to make it even easier? Why not play Ratchet and Clank instead? Reality was very messy and we just try to tidy it up so it all makes sense to us. Guess what? It didn't make sense to them.

true but then you get into the grey area of making numbers inaccurate only for the purpose of creating the illusion of reality because you have a game that doesnt allow you to get true random results with semi accurate info. how can you model accuracy of torps to change with sea states, too bad we dont have a gyro error node we could set to have wobbly torpedo courses effected by sea state. i think that would be the best and most realistic results.

even if the info is accurately inaccurate it is a game and in games if you aim properly you are suposed to hit things and that was the desired result.

i think the poor real life results were mainly from the shorter US torpedos not staying true to course from wave effects and not poor solutions. even though the data wasnt spot on, they would quickly make their own changes to the manual numbers with their own corrections and pass those on to others just like they would do their own torpedo mods and share those tricks as well. i dont think we give them enough credit for adjusting to an inaccurate rec manual and getting accurate targeting based on their own tweaks to it even though results werent great.

Last edited by Webster; 04-23-09 at 10:23 AM.
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