SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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08-22-19, 03:14 PM | #1 | ||
Blue Water Dev
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So, to clarify, these are P-500 Bazalts. These were later upgraded to P-1000 Vulkans, which do have a terminal boost to above mach 3, but weren't cleared for service until the late 80's. Some sources cite the Bazalt's top speed as Mach 2.5, others cite it as Mach 2 or even Mach 1.7. In any case, its drag would be largely dominated by wave drag. Wikipedia had some nice equations for wave drag. Approximating the Bazalt as a double-wedge aerofoil to get its drag at Mach 2.5, then using the specific fuel consumption of the R-15 turbojet (in afterburner) (since it's a turbojet engine from a similar era, so fuel economy should be very similar), I found it'd only take a few hundred kg of fuel for it to travel its entire range at Mach 2.5, using fairly conservative estimates. The research on the missile is interesting, though. Learned more detail on their guidance AI and found a small tweak I'll probably make to their visual launch effects. This is another funny case where realism will probably look unrealistic - real pictures of Bazalts or Vulkans launching show an impressively large flame plume from the booster rockets. On the topic of its guidance, I haven't spoken at length about the Bazalt's guidance software, but as some here may know, it was very impressively sophisticated. I haven't gone over it yet because I'm not sure I can implement it on the game's Early Access release, but realism holds some interesting challenges when it comes to balance. |
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08-22-19, 10:28 PM | #2 | ||
Ace of the Deep
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Will the game be able to simulate and allow such potential systems?
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08-27-19, 05:50 PM | #3 | ||
Blue Water Dev
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Both of these things are the sorts of things I'd definitely want to include - the latter in particular has been on my mind as I've been working on the cruise missiles, since something like this would so radically alter their behavior. Hard to say what'll make it into the early access or not, though. |
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08-27-19, 05:58 PM | #4 |
Blue Water Dev
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WEEKLY UPDATE
Last edited by AzureSkies; 08-27-19 at 06:06 PM. |
08-28-19, 10:35 AM | #5 |
Swabbie
Join Date: Nov 2017
Location: Belgium
Posts: 12
Downloads: 1
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I only see on real life the GoalKeepper firing, but the russian version have realy this "green" trace ?
The GoalKeepper is more yellow/orange. |
08-28-19, 01:42 PM | #6 | |
Blue Water Dev
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(1:06 seconds) Also, source 1 on the gun itself mentions it a few times, and another about the ammo, where you'll have to scroll down to "Naval Weapons", list tracers as one of their rounds. But I've seen plenty of US C-RAM guns (a Phalanx plopped on land) firing red tracers - my guess is the tracer color is related to what resources are more naturally/commonly available in each country. Addendum: Wikipedia and a Quora seem to back up this supposition - US/Western tracers typically working around Strontium, which seems a bit more complex to get it to work well, with Chinese and Russian tracers using green-burning Barium salts. Could be resource availability or just preference for what may be a simpler construction? Not sure, but it seems they use green tracers, either way. Last edited by AzureSkies; 08-28-19 at 01:54 PM. |
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08-29-19, 06:50 PM | #7 |
Ace of the Deep
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How about a simple feature that allows a player to set the tracer colour for each side? It might not be perfectly realistic, but it would accommodate those who suffer from colour blindness and other oddities (such as old eyes.)
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08-29-19, 08:49 PM | #8 |
Watch
Join Date: May 2017
Posts: 24
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Cold Waters also models tracers as green, and I remember reading somewhere that NATO generally fires red tracers to WP's green.
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