![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1 |
Planesman
![]() Join Date: Sep 2004
Location: Olympus Mons, Mars
Posts: 184
Downloads: 115
Uploads: 0
|
![]()
I dont profess to know anything about how the doctrines work, but ive been pondering this one for a long time.
AI submarines and active sonar. in DW they basically dont use it. True, that there are very few occasions where a submarine would need to or want to use it. But, I feel there are certain instances where it would be used. There are two instances where I feel active sonar would be used in a tactical situation: 1. Rapid detection of a time-sensitive target. in other words, if you were a sub searching for a submerged target and needed to find it quickly and destroy it before it could do something you wanted to prevent it from doing, such as launching an SLBM, sending a radio message, deploying commandoes. You might find the need to send out a blast or two of active sonar. 2. Counter-fire snapshot. If by chance youve been made by the enemy and he's got fish in the water after you. you might want to fire snapshots down the bearing of incoming fish and later send out a blast of active sonar to firm up your solution just before you turn tail and evade his fish. This is a common soviet tactic from the cold-war days when the soviets felt that NATO boats would more often than not get to shoot first. The russian tactic would be to fire snapshots and hammer away with active sonar before taking evasive action. Any way to implement this into the game for AI subs? like I said before, I know nothing about editing in this game, im just curious and wanting a new experience. |
![]() |
![]() |
|
|