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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch Officer
![]() Join Date: Dec 2014
Location: Kansas City, Missouri
Posts: 343
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Is there any evidence that ships equipped with radar perform better (fire more accurately and/or at longer range) than their optical-only counterparts?
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"The sea shall ride over her and she shall live in it like a duck" ~John Ericsson |
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#2 | |
Let's Sink Sumptin' !
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Radar in particular, altered the art of spotting, since shell splashes proved to be easily visible on radar and gave a very accurate correction. The very success of fire-control radar meant that most Allied warships had discarded their spotting float planes by 1943, since these could not operate at night and were a severe fire hazard if their ships were hit by enemy fire. With the introduction of Mark 3 radar, the USN all but abandoned traditional spotting in favor of rocking salvos back and forth across the measured target range.
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#3 |
Navy Seal
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As for the game, I believe ships do not fire guns on radar contact, but radar will give them an indication of your position that they'll move to investigate. The other important thing is that ships in the game have a "passive" and "alert" state. The difference between those states, other than behaviour, is that their sensors get an immediate performance boost when they switch to alert. So as soon as the enemy picks you up on radar, their visual detection range jumps (depends on the mods you're playing with, but we're usually talking about at least a 50% increase), and if you happen to be in sighting range, they will fire. The net result is that ships with radar WILL usually end up firing on you from farther away. However from all I've seen of gunnery in SH4, they will still actually fire on you via what the game considers visual contact.
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#4 |
Rear Admiral
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Agree with CCIP, I've never been fired on except visual contact. Usually if ships go into alert mode, their blinker top light starts flashing, depending on mods, some horns.
With a mod like TMO, visuals can reach out fairly far, about as far as radar during the day, 10,000 yards. Usually radar picks you up, you'll see escorts coming your way, u can turn and run and get out of radar zone, they go back to stations. With many mods radar was set to pick you up at 0 feet, which is unrealistic and one of the air radars worked as a surface. Think tater had a fix for this with TMO, others have adjusted radar height some. Also sub profile has values related to radar, waves, etc., .........stay skinny. and in bad weather if they have radar, they'll send a escort right up your arse, pay attention if you get in close during a storm.....get the APR.
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#5 |
Watch Officer
![]() Join Date: Dec 2014
Location: Kansas City, Missouri
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I ran a test (of coastal guns) at Midway the other day, with a raid by a lone Yamato (because why not?) coming from the Northwest and circling the atoll clockwise.
The Yamato seemed to detect an anchored battleship fairly quickly, and indeed fixed its main guns on the Colorado-class, but did not fire. A number of destroyer in the anchorage poured a fusillade of 5" shells into the Yamato, which sailed silently by while fixed on the more distant battleship. For a while I thought Yamato was broken, until it passed between a trio of destroyers (to its port) and the atoll & battleship (to starboard). At this point, its primary and starboard secondary batteries remained trained on the battleship, but the port-side secondary came to life and quickly dispatched the destroyers. The Colorado was the Westernmost of a line of 3 ships; easternmost was an armed trawler, and in the middle some tin can. As the Yamato drew closer, they opened up in succession from east to west (not in order of longest- to shortest-ranged guns or (presumably) optics). The Yamato and Colorado opened up about the same time (amazingly the Yamato was sunk by the 5th salvo), the first time the Yamato had fired to starboard despite multiple targets firing upon it. So it does seems there is some other limitation on engagement range. I am using RSRDC, OTC, and ISE. Is this engagement distance hard-coded, or does it have to do with sensor and gun data that can be modified?
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"The sea shall ride over her and she shall live in it like a duck" ~John Ericsson |
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#6 | |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
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I've only played around with surface battles a little, but I observed somewhat similar behavior. I got the impression that it sometimes takes a while for the AI to decide if/where to fire. Like you, I first thought maybe something was 'broken'. |
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