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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Seaman
![]() Join Date: Dec 2014
Posts: 32
Downloads: 6
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I had that happening as well. I'm not sure what I did wrong.
Proof, this video at around 8m45s If anyone can shed some light on what might have happened I'd very much appreciate it. I thought I was doing a good job with stalking, but as soon as I shot my torpedo the enemy shot back. |
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#2 | |
Sonar Guy
![]() Join Date: Sep 2002
Location: Canada
Posts: 395
Downloads: 39
Uploads: 1
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My issue is a little different, baffles shot on a November or Victor (which is a lot harder to get behind) from say >6000 yards with an Mk 37. The major difference is that they take no notice of the launch but seem to notice the fish once it goes into "seeking mode" (running it passive only so as to not give itself away) the target speeds up and out runs the torpedo. The only thing I can figure is maybe the increase in noise of the torpedo accelerating from 16 to 27 knots is somehow being picked up on sonar. Other than that I have no idea why this is happening.
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#3 |
Watch
![]() Join Date: Jan 2013
Posts: 24
Downloads: 47
Uploads: 0
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From my experience I strongly believe that AI is warned of torpedo launch whenever You launch it not even detecting my sub or torpedo, like players having event window option which shows of enemy launch on You.
Been in situations when launching torp from big distances and behind layers, what made AI act defensively immediately and start using active pings. |
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#4 | |
Engineer
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And they also started searching on that location first so they clearly have no god-vision. |
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#5 |
Machinist's Mate
![]() Join Date: Jun 2003
Posts: 130
Downloads: 66
Uploads: 0
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For what is worth, my las tips/tutorial video shows a torpedo launch from an Alfa's baffles, homed on passive.
Alfa reacted to it when it was around 2000 yards behind. Didn't make a difference but I was surprised to see it picked up from that far. At any rate the transient of the launch and the transit of the torpedo up to that point caused no reaction whatsoever - the AI obviously only picked it up once the torpedo was really close. Even then, it shouldn't have picked it up that far away down his baffles XD. But I hope it's a good instance the devs can take to narrow down any possible issue and fix it ![]() Torpedo was fired at 26:26 |
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#6 | |
Seaman
![]() Join Date: Dec 2014
Posts: 32
Downloads: 6
Uploads: 0
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![]() That must be it. |
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#7 |
Seasoned Skipper
![]() Join Date: Jul 2007
Location: The Icy North
Posts: 693
Downloads: 189
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It's a known legacy issue back from when we only had active torpedoes. We'll fix it!
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#8 |
Chief
![]() Join Date: Dec 2010
Location: U-32's Wintergarten
Posts: 325
Downloads: 182
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#9 |
Torpedoman
![]() Join Date: Oct 2005
Location: Buenos Aires
Posts: 112
Downloads: 10
Uploads: 2
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