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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Electrician's Mate
![]() Join Date: Feb 2013
Location: Alberta, Canada
Posts: 132
Downloads: 36
Uploads: 0
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You guys are correct. You would be detected as soon as you fire missiles. But is there anyway that you can set up the triggers to set "break contact" as an objective?
That would be more challenging. You've fired missiles, and were detected by an American Recon satellite. They have vectored some MPA's, helos are incoming from the Carrier, the CV battlegroup has detached a couple DDG, flash traffic got sent to a 688 in the area. As the peacetime enemy swarms your last known area, your mission is to break contact and stay undetected until you have exited a designated area. If you think about it, it's even somewhat of a multi wave type of mission, since the different platforms will be coming from different areas, some will come early and some coming later. Probably it would go P8's first, then the GW's MH-60's, then either the burkes or the 688, depending on approach speed and distance from your location.
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Americans make better submarines? No my friend, Russia makes better submarines, Americans just make better computers ![]() |
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#2 |
Seasoned Skipper
![]() Join Date: Nov 2006
Posts: 742
Downloads: 136
Uploads: 6
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It looks interesting as a screenplay but for Kilo driver that kind of mission will be very boring. Kilo haven't chance for breaking contact in open seas. Any MPA can drop sonobuoys around and track submarine several hours. In real it could be posssible only with heavy weather change but in DW it is impossible. Other option is heavy civilian traffic but nobody launch LAM attack close to other ships and few more ships aren't problem for AI.
Breaking contact can be implemented by checking detection triggers in time interval. For example 30 minutes or more. It requires different triggers for each discret time value. US forces should be in "peace time". In war time AI will engage Kilo immediatly. In my opinion main problem is to make scenario interesting for player. Giving Kilo information about breaking or holding contact is unrealistic. It means, you will spend several hours doing nothing interesting and after this time your only prize will be message "good work/bad work". |
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