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#11 | ||
Blue Water Dev
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Apologies for the late update, here's some replies and in them I describe some of the work that's been going on since last update with regard to SAM behavior and simulation.
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1. decreasing the active management/workload for the player so they can actual captain the sub. There's a good reason in real life you have separate crew doing the TMA work while the captain just rolls with the reports that are given. 2. It's a significant extra time and resources to develop something that's not necessarily even a good feature. Similarly, I plan for TMA work to be unnecessary since there's enough to do with managing weapons, helos and ships. But that's not to say it's absent. One thing I worked on awhile back is active intercept/ESM code with passive detection legs. Some are saved into long-term history while all are saved into short term history, and they're visible when you only have one contact selected. If you have more or less than one non-friendly contact selected, you only see the sonar pings or ESM intercepts that have happened in the last few seconds. ![]() That being said, I'm always a fan of leaving extra options available so I do plan for contact assignments to be able to be made, at least, among a few other manual overrides. Another fun quirk is any weapon can be fired at any contact. It's really only a question of if the target has a radar reflection and if the weapon's guidance system is capable of detecting and handling whatever you threw it at. You can even throw an S-300F with a range of 75 km (5V55R missile) at a target 300 km away - it's just the guidance director won't be too happy about it and it'll be a very sad missile. But the fun thing about systems like this is the "range" of a weapon isn't a magic barrier. Aside, perhaps, from cruise missiles which will run out of fuel and lose speed relatively quickly, the minimum and maximum ranges of most weapons is kind of a blurry line and depends a good deal on how fast and/or maneuverable the target is. And let's say making a realistic physics-based guidance system on a SAM with quadratic drag, realistic trajectories, limited attitude control authority at higher altitudes, etc. is certainly a challenge. But it's definitely worth it when it allows players to interact with situations more realistically and creatively. Helicopters will need to keep a further distance than faster supersonic jets, targets with more predictable trajectories are easier to hit, and evasive tactics that take advantage of missile's limited maneuverability should work. |
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