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Old 10-03-13, 07:38 PM   #18
Herman
Ace of the Deep
 
Join Date: Jan 2005
Location: Canada
Posts: 1,185
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Quote:
Originally Posted by biosthetique View Post
Then the decision to reduce the range, does not come from Jane's but from a lack of experience of shooting torpedoes at moving target from a submarine, in games like DW or SSN .

As I gathered, Harpoon is doing the same thing and they duplicated a Harpoon inaccuracy.

Realism is impossible I agree, but accurate data is possible, and decreasing a torpedo range under the excuse of one evading submarine, and the player unable to understand what is going on, to rationalize one size fits all, ignoring willingly any other case of submarine contact and following maneuvers is unacceptable in my book at that game price.
I think that your mathematics, calculations, and logic are correct. You understand that the reduced firing range was a Harpoon work-around solution to help the AI so that the targets could not run away. Although the firing range might be only 6nm, the fuel range was usually 20nm or so. The 14nm difference between firing and fuel range was to allow the torpedo to catch the target.

The PlayersDB also used this work-around solution, but not all H3 databases do. Some databases used the ideas you postulated (firing range = fuel range). I have tried them and I have never been hit by a torpedo fired against me. Against AI targets, the fuel=firing range databases seem okay since the AI might continue sailing right into the torpedo. Against a human, the AI-fired torpedoes are easy to escape.

Harpoon is hampered by the fact that the ships can turn and accelerate instantly. MNO uses a physics package to restrict units from instantaneous turns or acceleration. This helps, but only serves to reduce the chase range. Instead of needing 14nm to catch a target, it might only need 8-10nm. It is an improvement, but still not a perfect solution.

I think your ideas are good. The blanket firing range of #nm is easy for players and DB editors to use because it is fixed. Unfortunately, DB editors must make assumptions on the behaviour of the target. For example, PlayersDB assumes that the targets will run at 35kts to escape. Therefore, targets that are slower or faster than this basic assumption are still governed by the same firing range.

Your idea to have the firing range calculated according to the data from the target is very sophisticated and complex. By incorporating target data, you would know the max speed and manoeuvrability of the target and thus the torpedo would be allowed to fire at longer ranges when engaging a lumbering merchant vessel capable of only 20kts as opposed a shorter engagement range for an agile frigate capable of 30 knots. The firing solution would allow for X seconds for the ship to turn and X seconds to accelerate in the opposite direction. Your suggested firing solution would be very advanced.

I think it would be great. Unfortunately, both Harpoon and MNO games seem to rely upon pre-calculated solutions. I think you have a great concept, though.
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