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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
Watch
![]() Join Date: Nov 2010
Posts: 26
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I've considered addressing the warhead values in my mod as well. Until last night. I shot at a krivak and Grisha (I think), and one of the boats took 2 torps. The first one I shot took damage, and proceeded to run away for about 3-5 minutes, before sinking. The second was busy digging out when I put torp #2 up his ass.
I guess my point is that we should give the devs time to sort things out themselves as well. There will always be time to clean things up when they've decided to retire.
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#32 | |
Bosun
![]() Join Date: May 2007
Posts: 64
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On the burning ship, was it marked as a kill on the tac map? Also were you close enough for it to have launched weapons? I'm curious about what all is modeled now. -Jenrick |
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#33 | |
Watch
![]() Join Date: Nov 2010
Posts: 26
Downloads: 107
Uploads: 1
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Give them some more time to fine tune.
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#34 | |
Good Hunting!
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Your friendly neighborhood modern submarine YouTuber. My videos: **Exclusive Look at Modern Naval Warfare!** Dangerous Waters Liu Doctrine (LwAmi Learn to play Dangerous Waters |
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#35 | |
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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#36 |
Medic
![]() Join Date: Jan 2008
Location: Oulu, Finland
Posts: 162
Downloads: 368
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I agree, AI subs should not ping least if they are not allready detected or under attack.
Sub vs Sub should be 99% passive hide and seek ! Sent from my iPhone using Tapatalk |
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#37 | |
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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#38 |
Engineer
![]() Join Date: Feb 2014
Posts: 206
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I'm not sure how your playing but more often than not soviet SSNs don't ping me until I'm ether close and they detect launch transients or they ping when the mk48 is coming in for the kill.
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#39 | |
Ace of the Deep
![]() Join Date: Jan 2006
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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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#40 |
Watch
![]() Join Date: Apr 2005
Posts: 19
Downloads: 47
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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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#41 |
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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#42 |
Sonar Guy
![]() Join Date: Sep 2002
Location: Canada
Posts: 395
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You're overlooking soviet doctrine here. Until very late in 70s the soviets had a pretty stark disadvantage when it came to quieting, sonar and electronics. While they closed much of the gap starting with the Victor III and later Akula, prior to these being available they relied on using active sonar much more than US subs ever did.
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#43 | |
Engineer
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#44 | |
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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#45 | |
Sonar Guy
![]() Join Date: Sep 2002
Location: Canada
Posts: 395
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