Thread: surface to air
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Old 04-28-20, 08:07 AM   #37
Bilge_Rat
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Join Date: Apr 2002
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As someone mentioned, this is a game, not a RL problem.

In RL, ASW is a very real problem for NATO. A SSN moving at 10-15 knots is hard to detect and can quickly get clear from the combat zone. In actual naval exercises, you had instances where NATO diesel subs were able to sneak in and out of US Task forces without being detected. NATO air ASW assets have a very difficult time trying to detect NATO subs even when hunting in a defined exercise area.

The sound environment iin CW is alot simpler than RL and the sonar capabilities of all assets is better than RL. This is not just a CW problem, Dangerous Waters was the same. If you look at actual patrol reports of US subs from the 60s to 90s (those that are publicly available of course), you see many instances where Russian subs were only detected when within 500-1,000 yds and could not be tracked much farther out. BTW, that was the reason why the Russian claim that the KURSK sinking was the result of a collision with a NATO sub was plausible, the area where the sinking occurred is known to have a very difficult sound environment.

Now good news is that you can tweak the sonar capabilities of assets and the sound environment to be closer to RL. I have been doing it to my game. The tradeoff though is that you will be spending a lot of time just staring at a blank map.
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