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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
Uploads: 0
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The towed arrays are in the game and work properly. We just don't have a rendering solution for them and that's just a matter of eyecandy.
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#2 |
The Old Man
![]() Join Date: Apr 2006
Posts: 1,434
Downloads: 5
Uploads: 0
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No problem waiting for towed array animation for me. I assume when it is added, management of it will become a factor and as I recall from Dangerous Waters, it was a bit of a chore (though no complaint by me.)
I look forward to the wire count. Much needed and reasonable since the captain would have this information and it affects game play. hmmm... Mark 45 wire guided, non-homing 11 Kiloton nuclear anti-sub. I would not want to be at the end of the wire when it goes off or is this the non-nuclear, non-wire, non-homing version which is more similar to the mk16 in usage but with longer range? These ended service in 1976. In practice, giving longer range than the M16 would be nice, firing at longer range with a totally unguided weapon seems a bit much to ask. I assume this is only available for the '68 campaign. Is the sensor threat that much reduced in that environment a non-guided weapon is viable? -Pv- |
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#3 | |
Sonar Guy
![]() Join Date: Sep 2002
Location: Canada
Posts: 395
Downloads: 39
Uploads: 1
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From what I recall the intention of bringing a non-nuclear MK 45 into Cold Waters is as a form of field-expedient modification to give players something more effective than the Mk 37 in the 68 era, I believe it will use a Mk 37 seeker (and possibly warhead) coupled to the Mk 45's electric propulsion (40 knot speed with 15,000 yard range). Something else that had been discussed would be to feature the Mk 37C which was in development at the time and later went on to become the NT37 torpedo, many of which were exported. Mk 37C was basically a Mk 37 with the propulsion of a Mk 46 light-weight torpedo, giving it a 36 knot speed and extended range.
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#4 |
Watch
![]() Join Date: Dec 2009
Posts: 21
Downloads: 34
Uploads: 0
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Do AI subs evade in the z-plane yet?
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#5 |
The Old Man
![]() Join Date: Apr 2006
Posts: 1,434
Downloads: 5
Uploads: 0
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I do see them change depth sometimes, but not sure yet if it's evasion or something else.
-Pv- |
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#6 |
Watch
![]() Join Date: May 2005
Posts: 25
Downloads: 9
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I must be one of the few that don't care about this eye candy. I'd sooner have more variety in missions or some other strategic feature.
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#7 |
The Old Man
![]() Join Date: Apr 2006
Posts: 1,434
Downloads: 5
Uploads: 0
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I suspect we'll see more mission types when Allied ships get added by the devs.
-Pv- |
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