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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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View Poll Results: Are you a good sub captain | |||
Yes! I do the job and bring em back safe... |
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21 | 52.50% |
Nope! I just plain stink... |
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8 | 20.00% |
Its not my fault! My XOs out to get me... |
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11 | 27.50% |
Voters: 40. You may not vote on this poll |
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#31 | |
Naval Royalty
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#32 |
Subsim Diehard
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I have, but only for the SS-N-27 ASM. It would redirect if the target it was homing on was killed before it got there. I once scored a 100 kill on a spruce, and 20% kill on a Nimtz from 100 nm because the missiles redirected to the center of the formation after the Spruce was killed.
Now though, its more realistic. Just shot a volley of missiles at a OHP and all homed in (the ones that weren't spoofed by chaff) even after the platform was dead. Fun stuff. Will keep players more honest about how effective there attacks are. ![]()
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#33 | |
Naval Royalty
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The thing is, realistically, different missiles also have different seeker logic. Some, for example, might go to the largest radar reflection, others might go to the closest, they'll probably also have some algorithm in them for trying to recognize countermeasures that might be more or less effective, still others might try to compare the reflected radar signal against a database of radar reflections and go after what it considers to be the highest value target. When you roll it all in together, who really knows what the heck the missile is going to go after? I'm not sure that's easily predicted. So... one should avoid claims that any particular heuristic in a wargame is more realistic than others. They're all questionable. I think the most important thing is to state the assumption and then let people argue about it, then try to see what matters. It's sort of interesting to me to see how many of the things that even very knowledgable people throw their hands up at and say, "Oh my god! that's not how it works..." and then they make you change it, only to find that you get the same answer. |
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#34 | |
Subsim Diehard
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Thats one of the reason I wish there was a seperate CM effectiveness for each sensor type (instead of a blanket CM effectiveness given to the CM). It would allow some artistic license to assign varying sofistication to the individual seekers (torp and missiles) to simulate different anti-CM logic.
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#35 |
Sea Lord
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You kidding me? I'm awful. I shouldn't be let anywhere near an ocean much less a multi-million dollar submarine! :rotfl:
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#36 | ||
Naval Royalty
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#37 | ||
Silent Hunter
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LB: As for the missiles still homing on dead ships...remember first that this option is, well, and option, and if it's producing results you don't like, you can always set it back. In terms of the combat SQ's been talking about, it won't make a difference because a single shooter wasn't going to get more than one ship anyways, and multiple shooters would be shooting from different directions and would acquire different targets. Generally: I'm really happy about the homing on dead platforms option...I thought it was ridiculous that torps/missiles would pass through the same ship which had just taken its last hit 2 seconds before. It's very much a welcome improvement. That being said, there is a chance of unintended consequences. Assuming missiles can tell a motionless platform from a moving one in RL and would discriminate based upon that, this could mean that ships in the lead of a formation that were sunk with the first salvo may become missile sponges for the survivors during the second salvo. It also means that ships that should have been blown to bits or split in two (small neutrals getting in the way, smaller combattants hit by AS-4's, etc.) will act as missile sponges when they shouldn't even be producing valid radar returns. The circumstances under which these potential problems (only potential b/c we don't actually know the homing logic) occur are much more limited than the original issue this was meant to address, so it's a net gain.
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#38 | |
Silent Hunter
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#39 | |
Naval Royalty
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I'd almost rather the missiles pick out a target in their seeker cone at random. |
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#40 | ||
Subsim Diehard
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#41 | |
Subsim Diehard
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