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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Seasoned Skipper
![]() Join Date: Jul 2007
Location: The Icy North
Posts: 693
Downloads: 189
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Of course it's not authentic. We just went with the commonly quoted sensor range. You have to understand that all of the sensor and weapon performance data are educated guesswork because the real figures are classified.
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#2 | |
Stowaway
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Anyways, I wonder why you went with such extreme values, especially after other subsims showed how it is done "right" (makes it feel right, I mean). It is so absurd to see them going after some wreck some 90° at the horizon instead of the cavitating target 1000y in front of them, especially if the wire broke (thanks for adding the values for that in the config, really!). |
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#3 |
Grey Wolf
![]() Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
Downloads: 64
Uploads: 0
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Enjoying the mod Harpoon!
Looking forward to version 2. No critique real yet. Just trying to "drive" the 688. Not sure if it's realistic but it feels heavy. |
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#4 |
Engineer
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I've started to think about overhauling torpedo noise, so I've created this simple spreadsheet: https://docs.google.com/spreadsheets...gid=1880361556
It uses a simple equation to calculate torp noise values. Feel free to comment/propose better solutions. |
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#5 | |
Seasoned Skipper
![]() Join Date: Jul 2007
Location: The Icy North
Posts: 693
Downloads: 189
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#6 | |||||
Ace of the Deep
![]() Join Date: Jan 2006
Posts: 1,140
Downloads: 5
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What I'm concerned most of all are the sonobuoys, because they along with the dipping sonar are unique in the game in requiring discrete search as opposed to the continuous search being undertaken by all the other ships and submarines. Discrete search (which includes sprint-and-drift) tactics are a challenge for AI because the decision of what spacing to use between the searches depends on the predicted detection range, which in turn depends on the sensitivity of the detector. I don't know how they programmed the AI. For example, it may be a fixed formula where they drop buoys every X yards, or it may be a variable formula that takes into account the buoy's designated sensitivity. If it is the former, then the AI won't adjust its tactics to the new weakened buoys and gaps will form, making the nerf far more serious than intended. Obviously testing is required, but can Julhelm or someone else shed any preliminary light on this topic? Quote:
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As for 1,600m, I can see two possibilities. 1) That might have been the Mark 46 (with a much smaller and thus less capable seeker head). The FAS site seems to have ingested some Mark-46ish information, including "Min/Max ASROC launching ranges 1500 to 12000 yards" and "Run characteristics 6-8 minutes downward". 2) If it really has to do with the Mark 48, it might reflect its surface detection range. If you look at the below site, for the UGST the Russians claim 2.5km detection range against a submarine, but only 1.2km for a surface ship - presumably the surface ship range is less because so much of the ship is out of the water and the increased surface noise so near the surface. From that, we may infer that a torpedo with 4000m acquisition against submarines may plausibly be reduced to roughly 1.6km against a surface ship. http://roe.ru/eng/catalog/naval-systems/ugst/ Of course, maybe one can argue for gameplay we should nerf the detection range anyway, but the above is my two cents on the "realism" part. Quote:
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#7 | ||||
Engineer
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#8 |
Grey Wolf
![]() Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
Downloads: 64
Uploads: 0
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Hey Harpoon,
Have you looked at the "refined sonar and countermeasures" mod in the download section? I was wondering if this might be something that you would want to add to your realism Mod. I think basically it makes all sonars less sensitive. It seems like it would be more realistic to me. What do you think? Also when using a realistic mod what factor should be used under distance setting? X1, x2, etc...? |
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#9 | ||
Engineer
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As for the active countermeasures, they seem interesting at first but then they're using VLS which is a detriment to me, and what's the point anyway? To be honest I haven't noticed a difference in behaviour between active and passive torpedoes (other that passive don't ping). From my experience you can be dead silent and still be detected by a passive torp at the same distance as with active. They also react identical to noisemakers. In my opinion they should work like that: Passive torps effectiveness should increase with the noise of the target countered by the speed (noise) of a torpedo and ambient noise. When encountering the noisemaker they should identify it as such and try to go around it (basically like they do it now). Also, they should not go for wrecks or at least try to avoid them just like noisemakers. Active torpedoes effectiveness should depend entirely on distance to target reduced only if they're on the opposite side of a layer. When they encounter a countermeasure they should just go for it with a chance of exploding on contact (their ping has returned so there must be a target there). They also might accidentally target a wreck. If we had torpedoes acting like that or similar, having active CM would make sense. Right now it doesn't. Quote:
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#10 |
Seasoned Skipper
![]() Join Date: Jul 2007
Location: The Icy North
Posts: 693
Downloads: 189
Uploads: 0
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We never had any proper tools to debug the AI during development. We've since developed something so expect major improvements in this area in the coming patches.
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#11 |
Engineer
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#12 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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love your AI (erm actually kindo hate it ! ![]() ![]() |
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#13 | |
Ace of the Deep
![]() Join Date: Jan 2006
Posts: 1,140
Downloads: 5
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If "displacement" primarily controls the ship's survivability, with its maneuverability really being controlled by "Acceleration", "Deceleration", "Turn Rate" ... etc, then we can increase the differential between surface ships and submarines by using the sub's surfaced displacement value (for a Sierra, it is 6300 tons) as the starting point, not the submerged value. After all, comparing apples to apples, the real mass of a sub is its surfaced displacement. Its submerged displacement is preplanned flooding with seawater. Why should that be considered part of the ship, and even its survivability guestimated on that basis? What do you think? This should make it much easier to have vulnerable subs and suitably tough surface ships. |
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#14 |
Good Hunting!
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Is displacement really the primary factor? Isn't it reserve buoyancy? I am not a naval architect or know much about this topic, but given an American sub and a Russian sub of the same displacement and assuming the American is single-hulled and the Russian is double-hulled, the Russian sub would have a higher survivability due to increased reserve buoyancy.
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#15 | ||
Engineer
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That's why I'm cautious about changing displacement and that's why I choose to account for different hull designs by modifying Player and AI hull modifiers in difficulty settings. |
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