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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Sonar Guy
![]() Join Date: Sep 2002
Location: Canada
Posts: 395
Downloads: 39
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Early 80s for towed array is a little iffy for me, I think the 688s just had the TB-16 starting out (so did some of the Sturgeons) but many of the others had earlier "clip-on" types BQR-15 and -23 if I'm not mistaken, which were a step or two behind the TB-16 and came with speed restrictions (would be very interesting if the clip-on Towed array could be an inventoried item like the sonobuoys, so if you ripped it off you could choose to fit another when you enter port). As far as the sonobouys, I'm in agreement, typically I wouldn't think that the batteries would be as strong as what a helo could put out through a dipping sonar, however what I'm most interested in when it comes to buoys is if they act like they "should" specifically if they are alternated over / under the layer and if the AI will use / has to use patterns to correctly localize a contact. My understanding is that until the electronics got a bit more sophisticated, the passive buoys were very general with little to no bearing information, so typically patterns would be dropped and signal strengths compared to localize the contact (or you could risk just dropping an active buoy if you think that the passive contact is strong enough). The point I'm trying to get across is that I don't feel that dropping one buoy which is then followed by a rain of depth charges and torpedoes really fits with realism.
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#2 |
Captain
![]() Join Date: Oct 2004
Location: AZ & DC
Posts: 487
Downloads: 48
Uploads: 0
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The MAD Sensor Range setting, where is it located? I looked in Aircraft and Sensors.
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#3 |
Born to Run Silent
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The one thing I would like in a realism mod is an option to turn off real time torpedoes on the map, and replace with bearing lines and sonar pings that get louder and faster.
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#4 |
Captain
![]() Join Date: Oct 2004
Location: AZ & DC
Posts: 487
Downloads: 48
Uploads: 0
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Hmm, I would think the Sonar operator would have that and be calling out distance, even general depth as in above or below a layer.
Jonesy did it on the Hunt for Red October... |
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#5 |
Seaman
![]() Join Date: Oct 2016
Posts: 31
Downloads: 19
Uploads: 0
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Very excited to see this thread. I can't wait to see what this community comes up with.
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#6 |
Watch
![]() Join Date: Nov 2010
Posts: 26
Downloads: 107
Uploads: 1
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You all are spot on as far as the torps being OP.
Working on correct detection ranges and active countermeasure mod right now. Keep your eyes peeled ![]()
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-- SnakeShi* |
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#7 |
Watch
![]() Join Date: Nov 2010
Posts: 26
Downloads: 107
Uploads: 1
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-- SnakeShi* |
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#8 | |
Planesman
![]() Join Date: Aug 2005
Posts: 186
Downloads: 51
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In this specific case of a dipping sonar being stronger than a sonobuoy, the dipping sonar is also affected strongly by a perpendicular radiated noise coming from the host platform, the helicopter, while the sonobuoy enjoys a lower ambient noise and interference. Now, is the helicopter noise simulated? Is any noise even properly simulated*?! ![]() Driving a submarine in 3d as you would in a Flight sim is really enjoyable, but there's just not too much of subsim in this game yet. I really hope that the devs will find ways to include old hardcore subsimmers in their public, cause, for me, there's really not much in there. For me the sole fact that soviet ssns start any scenario already pinging is already a show stopper. |
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#9 | |
Stowaway
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Because you spoke with my Heart on your tongue, really. Let me give you a hug. Where are you going. Stop. STOP! HUG ME! ![]() |
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#10 | |
Ace of the Deep
![]() Join Date: Jan 2006
Posts: 1,140
Downloads: 5
Uploads: 0
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Though nominally the first three are sims, I actually play them in a much more "gamey" fashion. I would use flank speed a lot, run at flank speed 5 feet above the ocean floor, use active just because I'm impatient for the TMA, compensate for bad solutions by "flying" my torpedoes because a lot of the time the sim lets you get away with this stuff. Even if they flip a torpedo at you, they are relatively easy to dodge. The sim just doesn't punish you very hard. Now I am being punished for the smallest indiscretions. The Soviet SSNs don't often ping in my experience at the start, though they do ping in mid-combat. Personally, I interpret this as them having gotten a whiff of me and immediately deciding to sanitize the closest 10000 or so yards to them. Anyway, the truth is that you generally have a counterdetection advantage, so if you don't let them ping you are basically asking them to be lambs versus your new, superior Los Angeles class sub. |
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#11 |
Watch
![]() Join Date: Apr 2005
Posts: 19
Downloads: 47
Uploads: 0
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Please allow me to vent a second:
The steam forums are full of people whining and crying that it doesn't feel like a subsim because of the controls. Now I come here and see that true subsim fans are trying to better the game with productive conversation, which is great. If you feel the game is broken, unrealistic, etc that is wonderful, but why would you try to derail a thread that is doing it's best to move forward and make the game better? You seriously think a couple of developers can create a sonar simulation so accurate that it's simulates the blade-wash off a hovering ASW helicopter? If you feel it's silly because it doesn't have a multi-million dollar sonar simulation then relax, and wait another decade and hopefully somebody will create that simulator for you. Maybe the USN will sell you it's old software by then. Now I hope this thread goes back to those who I'm sure will make the game even more enjoyable for the community wanting a bit more realism. |
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#12 |
Engineer
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I think expecting CW to accurately simulate every aspect is is just misinterpreting the game. It's about making tactical/strategic decisions as a captain of a nuclear sub.
For example, I'm sure the captain does need to know how the sound moves through water, so he can give orders to optimize detection, if needed. But he doesn't need to know every detail of it. And so the game doesn't need to simulate stuff that wouldn't affect the captain's decisions. Right now we can change sensitivity for different sensors, weapon parameters and ship data. All that's left is to find values that give results as close to real ones as possible. And I agree with Stormrider_sp, that putting real data will get us closer to realism. If a non-real value will give real result that's fine by me. We'll put that one and enjoy the game. The biggest problem with that is that there is very little actual data on the subject. We can't say, for example, with fill certainty, how far away should a Soviet sonar buoy detect a LA class sub sailing at 5kn in calm weather. That's why I made this thread. So that we can get some sort of consensus on what things need changing and which values would give more realistic results. So far the thing that most of us seems to agree is that weapons need more punch. |
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#13 | |
Stowaway
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To understand what might need to be modified, it is paramount to understand and acquire what is missing, needs fixing or adjustment. To do so, everyone may add his 2 cents. You are complaining about people talking Bananas on the Chiquita forums. |
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