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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Grey Wolf
![]() Join Date: Jun 2011
Location: UK
Posts: 752
Downloads: 445
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If the wire is broken they will target anything Is this not the case in real life? I am not doubting your knowledge Shadriss, it is a genuine question I honestly do not know ![]()
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-------------------------------------------------- Authority should derive from the consent of the governed, not from the threat of force If the only tool you have is a hammer, pretty soon everything starts to look like a nail FOTRS Ultimate http://www.subsim.com/radioroom/showthread.php?t=226270 The future of SH4 - coming to a PC near you soon ![]() |
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#2 |
Aggressive skipper
Join Date: Nov 2012
Posts: 328
Downloads: 2166
Uploads: 0
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Doesn't it make you wonder how they can put IFF on a fighter plane but they can't have the subs and torpedoes with the same?? Fighters and bomber cost millions but a sub costs billions and a lot more lives are at risk on a sub..
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Shoot,Move,Communicate..Kill,Destroy,Eradicate... |
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#3 | ||
A-ganger
![]() Join Date: May 2009
Location: Hooper, UT
Posts: 80
Downloads: 89
Uploads: 0
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No, ACR or any of the newer systems that prevent this issue would be the way to go with this. |
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#4 | ||
Torpedoman
![]() Join Date: Oct 2005
Location: Buenos Aires
Posts: 112
Downloads: 10
Uploads: 2
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EDIT: Damn, ninja'd. Quote:
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![]() = Longer Campaigns: Marathon Edition = 500-yard MAD range |
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#5 | |
A-ganger
![]() Join Date: May 2009
Location: Hooper, UT
Posts: 80
Downloads: 89
Uploads: 0
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![]() Quote:
Thing is, in ASW combat, by the time you know a torp is on it's way, there is next to no chance to create the situation you describe. Standard evasions tactics is to put all your speed across the LOS (IE, put the weapon off your beam and floor it). Unlike the game, where you can create 'knuckles' (total BS, BTW) and noisemakers are very effective in the short term, modern torpedoes aren't going to lose their lock easily, and they certainly don't turn away they way the MK48s in the game do when they get fooled. That's how I got killed twice in this game so far - 10Kyds away, my weapon gets spoofed, turns 90*, and then SOMEHOW picks me up and homes in. So yeah - ACR should be in here, but isn't, and now we're getting killed by something that even the NAVY figured out decades ago. |
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#6 | |
Torpedoman
![]() Join Date: Oct 2005
Location: Buenos Aires
Posts: 112
Downloads: 10
Uploads: 2
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![]() = Longer Campaigns: Marathon Edition = 500-yard MAD range |
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#7 |
A-ganger
![]() Join Date: May 2009
Location: Hooper, UT
Posts: 80
Downloads: 89
Uploads: 0
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Gyro angle is gyro angle, and the limits were set at launch. Going into terminal homing would only remove that cutout from the logic. Once homing was lost, the original gyro cutout limits would still exist, and it would shutdown based on that.
Despite what a lot of sub games show, detection ranges in a sub-on-sub situation, assuming two modern and upkept ships, is extremely short range. If what the games show is a street brawl, then sub-on-sub is a knife fight in a dark alley wearing a blindfold. The torpedoes are designed with those ranges and setups in mind. |
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#8 |
Seasoned Skipper
![]() Join Date: Jul 2007
Location: The Icy North
Posts: 693
Downloads: 189
Uploads: 0
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Doesn't ACR makes the reattack patterns and circle search patterns as such moot?
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