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#1 |
Ocean Warrior
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Ok, in terms of decoys I have done the following so far:
Launched anti-torpedo CM's active and passive have had their effectiveness reduced to 30% in terms of attracting torpedos. Anti-missle countermeasures chaff and flare have had their effectiveness increased to 40%. You can let me know how to tweak this as you think. ![]() ![]() I've also changed the db flags and mission priorites for wakehomers so the AI won't them at properly identified subs. You can still fire them to run deep if you want, to attack subs, either with a snapshot or by reclassifying the target as surface. I've also implimented all the dicussed parameter stuff with the ADCAP (60 kts) and the UGST (27nm).
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#2 |
Sonar Guy
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I see that my SS-N-27 doctrine indeed do not work correctly now, enable point is bugged, don't know when this happened :hmm: I'll try to find the error tomorrow.
Tested that max effective depth of 53-65K wakehomer is 15m. At 15m they work fine, at 16m they don't detect wakes of surface ships anymore. So if you were limiting 65cm run depth you could limit it to 15m not 10 :-) Just tested small modification of torpedo doctrine that prevents AI units from sinking friendly surface units with ASW torpedos. If air-dropped torp is detected, ceiling is set to 150ft inside of doctrine. Surface units are safe. Also tommorrow I'll test little more complicated modification that prevents human player from surfacing to avoid being sunk by AI ASW torpedos - he may think that they don't get him on the surface. If an AI air-dropped torpedo detects Submarine the ceiling is reset to -2ft to allow the atttack. Surface ships would be still safe, but surfaced submarines not :-). This mod will affect only AI launched torpedos, player launched would be unaffected. If it's human-player weapon, the -150ft setting would be overwritten by ceiling value set by player. |
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#3 | |
Navy Seal
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![]() Or are you using the verson that has yet to be released? |
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#4 | |||
Sea Lord
![]() Join Date: Feb 2004
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Amizaur Aug 24th wrote :-
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![]() ![]() The Adcap will have a max. speed of 60 kts., but realisticaly this top speed will result in a lower range of ? 15 nm, ? Or what ? Wakehomeing - 65s effective only against surfaced subs or near surface cavitators ? Are the new DW torp wider arc snake search patterns more at fault than the cone arcs ?
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#5 |
Sea Lord
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..........typo :-
' subs and near surface cavitators'
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#6 |
Sea Lord
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Is there a way to make the effectiveness of the CMs depend on the type of torp? I don't think there is, but just making sure...
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#7 |
Ocean Warrior
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Unfortunately no, P-Diddy.
![]() We can however change the seeker cones of the torpedos, so the SET-65 doesn't have the same seeker parameters as the ADCAP. ![]()
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#8 |
Ocean Warrior
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Bellman,
Unfortunately, any variable range vs speed calculations have to be added at the doctrine level (by modders anyway, I'm sure SCS could do with a single algorithm in the .exe ) *for each individual torpedo separately* meaning that's a lot of coding for each weapon times 20 or more torpedos, etc. The best we can do without going to that lenght, is be fair about the selection of speeds and ranges. Giving the ADCAP near max range near its top speed and giving the UGST mininum range accurate with its range at top speed, as you and others including Fish pointed out, is not fair. So, we have given the UGST max range at max speed (27nm@50kts) and ADCAP near max range at near max speed (27nm@60kts). Amizaur suggested it and I believe that is both fair and playable. ![]() I hope you guys agree. ![]() ![]()
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#9 |
Sonar Guy
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I have demo torpedo doctrine, it's public from few months, and the good news is that I designed it from the start to be as easily adaptable for other torpedos as possible :P . To make it reflect parameters of other torpedos, all you have to do is set 5 or 6 parameters - two speeds (for ADCAP 40 and 55kts), ranges at that speed (for ADCAP you would set 21 and 27nm) and a parameter of speed reduction with depth (speed at max depth). The rest (speed/range curve and speed reduction with depth) would be calculated by doctrine :-).
So basically you take my ADCAP doctrine, instert into it UGST parameters (50kts, 35kts, 27nm, 16nm, speed reduction (to be determined yet) and you have ready to use UGST doctrine :-). P.S. There are few more parameters to set, I forgot about length of guidance wire and torpedo max (fail) depth, but all this takes maybe 5 minutes to make one complete torpedo doctrine. I have not done this myself yet because I planned to further expand this doctrine and add new features, but it's fully functional and very well tested (much better than SS-N-27 stuff) right now. |
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#10 |
Ocean Warrior
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I am going to set the MAD/SAD sensors to their correct detection depths for v1.03 as well.
What should their proper depths be? ![]()
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#11 |
Navy Seal
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I don't think this can be fixed. Check my post in the other thread.
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#12 | |
Seaman
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Just a thought. The US subs don't have SUBROC's. Wouldn't that off set any unfairness? I say go for realism. $.02 |
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#13 |
Ocean Warrior
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TLAM, the detection max-mins in the database for each sensor are hardcaps regardless of geometry: if I set the detection max depth at a certain point, the game engine is hard coded not to display those targets to a certain sensor.
Could everyone live with the ranges of 1000ft MAD and 500 ft, SAD?
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#14 |
Ocean Warrior
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Ahab,
Thanks for your feedback. That was my thinking as well (they don't have shikvals either) but the decline in sensor performance is enough to compensate, given that the UGST and ADCAP performances should be judged by the same standards, I believe.
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#15 |
Navy Seal
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So if you do set it to a 1000 feet you will still detect contacts more than a 1000 feet off your beam?
BTW SAD has a range of 750 according to the manual. Before you do anything maybe a former P-3 or Seahawk flyer could comment? I know there are a few around here... |
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