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Your hypothesis could be enough explanation for me but only during playing the game at realistic sensor settings. Unfortunately post-mission briefing in "Show True" mode showed me exactly what had really happened. At least in four cases my torpedoes were at direct collision course with enemy sub within less than one nautical mile range but they missed target being ugly cheated by active decoy set by Foxtrot in the last moment before expected impact. :damn: So it must be some error in decoy-sensor unbalanced settings and nothing else... |
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Also, the AI would use less decoys, if you fired less torpedoes, which in theory would make it easier for any single torpedo to hit the target. Cheers, David |
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Yet this Foxtrot was deploying suspiciously big number of active decoys trying to escape only one torpedo...:hmm: |
Well, small explanation why I mentioned about US and Russian torpedoes differences at all.
I also played a few similar AI controlled Foxtrot/206A (I intentionally selected rather noisy junk) versus my SSN21/668I missions with LWAMI mod and I didn't have any troubles with achieving kills using ADCAPs despite opposite subs also used decoys very often. |
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Edit: 5 knots also means a lot more potential re-attacks before the target outruns the weapon. |
I can't understand this completely at this moment! :rotfl:
I tried to play my "Foxtrot-hunt" mission with LWAMI mod once again. This time Foxtrot's AI skipper proved to be stupid idiot! I fired SS-N-27 ASW at him but unfortunately MTP-1UE torpedo fell into water too far from enemy sub and thus it couldn't detect Foxtrot. Foxtrot's skipper had deployed three active decoys as usual but later he accelerated to 15 knots and changed course...directly toward my still searching him torpedo. In a while later MPT-1UE managed to detect and sink silly Foxtrot! :up: Well, maybe enemy AI possesses some random behavior: it can be very clever but some other time it is completely stupid??? PS. Do you know any proved informations about real speed-range-depth characteristics of new German DM-2A4 "Seehake" torpedo? I have found some strange data about it as 90 km range at 50 kts for example but it looks rather comic taking into account that DM-2A4 is an electrically powered fish, doesn't it? |
How many did you shoot, and if more than one, where did the others land?
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When is the next version of the mod due out?
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G-
My data about the 2A4 appears to give it considerable ability for an electric torpedo. It is certainly the most capable electric torpedo ever built, and it is also a swimout launched torpedo, which makes it rather stealthy. I wouldn't put anything past the Germans at this point, the 212/4 are wonderful designs. Cheers, David |
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I have put enough work into things that no one has yet seen (or at least very few people) that I will at some point resume work, but it is both time-intensive and consuming work that has to be done in large blocks, so I have to pick a good time to begin working. I already have the fundamental technologies finished, they just need to be battle-tested and then implimented into a playable version of a DW mod, which actually will be a bit difficult this time around, considering the magnitude of the changes and the fact that I'm using the doctring and interface system for things never intended in terms of weapon function, so I have to see it work each and every time I make changes, which means extensive testing by a team will be necessary. I think I've got a nice ready pool of eager testing candidates here at SubSim thankfully. :) :up: Cheers, David Cheers, David |
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Another strange but interesting event: - at 1 nm distance to target: UGST detected Foxtrot and began homing at her. Foxtrot immediately released active decoy and began to escape at 15 knots but UGST was still approaching sub. - at 0.5 nm distance to target: Suddenly UGST selected active decoy, dropped Foxtrot homing and began to move at decoy. Shortly afterwards UGST "hit" decoy and Foxtrot escaped to safety. Really funny! :rotfl: |
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PS. Is modified LWAMI 3.xx database included anywhere in USNII Reference? Probably not... |
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Regarding the USNI, no, I'm only one person and I don't have my whole life to dedicate to DW, although that definately should be done when the mod information is finalized for various platforms. The decoy-torpedo interplay never has been correct, the best I can do is set things so modern torpedoes don't home on decoys as often as older or less advanced weapons, hell, I can even break wires and make decoy detection more likely when off the wire and the sub-board processors can't communicate with the weapon... but when there are times when the weapon does detect the decoy, the same kinds of behaviors will occur. If you want this kind of thing not to happen, you'll have to lobby SCS. If I could change it, I would, but there has never been any kind of call for it, so I haven't. In general, most people are happy that decoys work, since you can resteer your own weapons while the AI can't, making decoys much more effective for you. In fact, against most human players I play in MP, decoys are basically useless because of their ability to resteer torpedoes. In any case, nothing in the mod is going to change as a result of this discussion, although, as always, I appreciate the feedback. :up: Cheers, David |
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