Quote:
Originally Posted by Julhelm
The thing with the high noise values for enabled weapons is that this takes into account the output of the active seeker.
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To be fair to this approach, we probably use passive torpedoes way more than we really should, because they work way too well compared to their likely effectiveness in real life. We are talking about a weapon having good hearing even as it hurtles at dozens of knots, when our subs' much larger passive sonars are wiped. Further, the enemy maximizes their noise level when hearing a passive torpedo where a real enemy might try to go ultraquiet and hope that speeding torpedo won't hear them.
Ideally, torpedoes should be modeled like sonobuoys with sensors that have adjustable sensitivity values. If that's too hard for the average player (or AI) at least make the PASSIVE seeker that way and keep the simpler fixed ranges for the active seeker.