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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Torpedoman
![]() Join Date: Dec 2010
Posts: 120
Downloads: 54
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Do you autocrew any or all stations? I try to man the sonar to understand how to use it but the workload is just off the charts!
Also what does autocrewing fire control do? Autocrewing that station doesn't seem to do anything g. |
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#2 |
Ocean Warrior
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The stations I don't auto crew are ESM and Radio. The radio shack belongs to ET's and RM's and, BTW, keep your hands off my freaking gear.
![]() In DW, you're playing as the OOD. That means you're over-seeing the watch standers in Control. You get to make the call when and how to maneuver the boat so those guys can do their job. I'll turn off the sonar auto crew if I really want to nail down a contact early or I'll turn off the FT/tracking auto crew if a track is starting to turn sour but most of the time I let them do the heavy lifting. In the end, it comes down to your style. ![]() ![]() |
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#3 |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
Posts: 4,904
Downloads: 304
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First of all, whatever your understanding level and experience in the game permits you to do. Whatever your playstyle is.
The torpedo fire control autocrew should enter apropriate torpedo parameters. run-to-enable, floor and ceiling depths... that sort of thing. It really isn't the most complicated stuf you have to do. Prevent your torps from running in the floor and not enable after passing the contact. Search depth can help with popping the torpedo up to the other side of the layer and stay stealthy for a bit longer. (torpedo transit at the depth you fired them at) I'm not sure the firecontrol autocrew is really smart either. I autocrew mostly the tedious tasks. Radar plotting and sonar intercept. TMA on the OH-Perry because it is just practically impossible to do it manually there. TMA on the subs in target rich environments only. But I do want to fiddle with that myself mostly. TMA Autocrew seems to cheat too much. It knows too much with too little information. So I autocrew it as little as possible. I'm not sure what autocrew the helo has, but I think I only let the mad/esm, radar and pilots autocrew. Sonar autocrew in the subs basically only scan the bearings for contact and mark anything it comes across. Even if it is a false signal or your own noise. TMA autocrew drops it if it is a mirror contact. Generally the sonar crew spam many contact reports (that TMA dropped previously) and doesn't help clarity or situational awareness. Also, I find searching the faint signals, classifying and figuring out who's where on what array the fun part. So I do that manually. |
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#4 |
Frogman
![]() Join Date: Feb 2007
Location: USA
Posts: 308
Downloads: 104
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AutoTMA is flawed per the RedBook in the download section here: http://www.subsim.com/radioroom/down...o=file&id=5187
In fact pg. 22, has a specific topic "IX. TMA - THE FLAWS OF AUTOTMA (aTMA). It does work somewhat competently against strictly AI opponents, which if that's all you will ever play against, you will probably think that you're a great sub commander. Playing against a live opponent that's reasonably competent in manual TMA and knows that you are relying on AutoTMA (aTMA) will probably result in your losing 9 times out of 10. He will use those known flaws against you and your sub's (aTMA) will NOT get a valid solution. |
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#5 |
Ocean Warrior
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#6 |
Frogman
![]() Join Date: Feb 2007
Location: USA
Posts: 308
Downloads: 104
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That is the one reason to use it, INITIALLY. I totally suck at finding weak contacts on the waterfall. Might be due to some slight color blindness. Once it finds a bearing for you, take over manually, because from that point on, it's flawed in its' following TMA execution steps. See the Redbook referenced above.
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#7 |
Ocean Warrior
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Gray, I would argue that your auto TMA is only as good as the way you drive the boat.
![]() For example, if you hold the same course and speed during a two hour leg- of course you're going to get a crappy solution from TMA. TMA relies on how your bearing information changes over time. Many times, its up to you to force that change in the raw data. If you start out in a lag situation, change over to lead (or at least a different lag solution) and watch how smarter your auto crew gets. ![]() |
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#8 |
Seasoned Skipper
![]() Join Date: Nov 2006
Posts: 742
Downloads: 136
Uploads: 6
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Most players in discussion autocrew ON/OFF focus on sonar and TMA. For me most important is countermeasures setting: always manual. It allows you to launch Chaffs and Flares which is more effective than in auto mode.
As MP game host usually settings looks: (Auto.manual means each player have controll over this setting independently) TMA - auto/manual Active intercept - auto/manual ESM - auto/manual Surf countermeasures - auto/manual Link data - on/off All rest - manual Quick launch for weapon or helo - disabled Quick repairs - disabled Engage with menu (from map) - disabled Show Dead Platforms - enabled Discussion about auto TMA is usually conducted by people who play only with or only without it. Both settings have props and cons. Auto TMA very often gives you quite good range, course and speed of target in first solution. But after time error can be bigger and even solutions aren't somtimes updated correctly. It happens in more complex MP scenarios. In my opinion best Auto TMA profits have players who knows how to play with manual TMA. They knows how important is changing course and speed own subamrine. Most "toxic" in manual TMA is style of playing this guys who wanna resolve target solution as perfect as mathematical equation ![]() |
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#9 | |
Frogman
![]() Join Date: Feb 2007
Location: USA
Posts: 308
Downloads: 104
Uploads: 0
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![]() Quote:
Another thing the RedBook points out is that if you have a bearing on a target, he almost always will have one on you, even AutoTMA, or you should at least assume so. This being a pretty good assumption, you really don't want to purposefully place your ownship in a LEAD situation in regards to your target. due to the advantage it gives his Torp weapons if he decides to solution fire or snapshot your bearing. Basically, it will take you much longer to evade/turn out of the torps' lead targeting course since you are heading into it already. Besides, attempting TMA on a LEAD LOS on a "single array" is generally useless, read the RedBook to understand why. Dual array is different. Once converted to a master contact it represents "truth" on the enemy solution, no matter LEAD or LAG. It only takes 2 such readings to determine a reasonably accurate solution, if the target does not change course or speed of course. Basically, the last two tick marks of the ruler placed on the intersecting dual/master "hits" gives you a pretty good solution without all the other dots lining up. A third "hit" (using the last 3 ticks of the ruler) pretty well eliminates "eyeball" error on the TMA display. |
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#10 | |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
Posts: 4,904
Downloads: 304
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Auto-TMA doesn't detect (weak) contacts at all. (Sonar and ESM autocrew detects). My problem with it is it knows through divine (developer-) intelligence without you changing course that the mirror contact on the Towed Array doesn't have an actual soundsource. It is dropped immediately. And it seems to know the target course from a few lines of bearing before you even made a turn to alter the relative motion between you and the contact. Clearly Auto-TMA knows things it shouldn't. |
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#11 | |
Ocean Warrior
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![]() Quote:
![]() This might get me shot at dawn, but there was a way back in the old days to perk up that waterfall display. ![]() ![]() And yeah, of course I tried it on a flat screen but you can't see it anymore. ![]() |
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