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Old 11-10-17, 09:34 PM   #16
Spartaner251
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I gave the mission a try too, didn't sunk any ships and just looked at the map.
There is deeper water a bit to the north, but that's where the plane is loitering.
Since time compression is a bit lacking I wasn't able to test how to sneak through the two Poti escorts and getting to the deep coast water in the West.

Shooting the TLAMs so that they won't pass enemy ship AAA might do the trick...
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Old 11-10-17, 09:54 PM   #17
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I realize now what gets me killed all the time: the blinking sonobuoys !!
They have passive or active search and point the plane(s) directly to my position, no 'magic' here... Next time I know I must go flank as soon as i hear the plane noise or staying still for a loooooong time to make these buoys run out (if possible at all).
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Old 11-11-17, 12:22 AM   #18
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"straight line like all the other weapons in game... not realistic at all. The TLAM also flies too high in game... to avoid detection by on shore defenses it can fly nap of the earth"

I believe KF raised the cruise altitude this high to get over terrain. This simulation doesn't include terrain following. When it was set lower, you could only attack coastal targets right on the shoreline.
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Old 11-11-17, 12:14 PM   #19
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After reading all this thread again, I realize that the gameplay for the TLAMs needs to be re-adjusted.
For future game versions, I suggest this for the Killergames developers:

- Cruising speed on waypoints for TLAMs: 450 knots at sea level, 550 knots at 15.000 feet (subsonic)
- Missile activated, active search on target: 550 knots at sea level, limited to 550 knots at 15.000 feet (subsonic)
- In-game TLAM max. range: 450 nautical miles
- Possibility to setup 10 PAPs (waypoints) with possible different altitude settings within a limited interval (e.g. Sea Level - 15.000 feet)
- Targets for TLAMs are pre-programmed by the mission and cannot be changed
- TLAMs are equiped with 3 powerful launchable IR jamming decoys

More importantly, adjust naval and terran defences accordingly to be able to intercept these TLAMs at a range up to 100 Miles (for gameplay reasons, that doesn't need to reflect reality).

The player would need to carefully setup the waypoints of TLAMs and would have control over the missile as long as it's in Cruise Mode between the waypoints, a special routine would launch the IR decoy + missile evasive logic if pursued by a SA missile and seen in the Event Camera.

Every encounter with a SA missile would reduce the overall probability of the TLAM to reach its target by 10%. The missile would have an initial ReachTarget threshold of 90%.

Success Rate for locating and jamming a SA missile: 65%, else TLAM gets destroyed (Event Camera).
Success Rate for SA missile against no-decoy TLAM: (85 - 0.5 x Diff) in percent where Diff = (MissileRange - RangeToTarget) in percent of MissileRange.

Once passed the final waypoint, the TLAM would go in final Active Search for its pre-programmed target and the player would no longer have control. The 'ReachTarget' threshold is applied, destroying target (Event Camera), or the missile runs out of fuel and self-destroys (Event Camera).

All enemy naval assets and aircrafts are aggressively re-directed towards the player's launch position attacking player's submarine.

I think this can be programmed, and some interesting single missions and campaign missions can be created.

Last edited by XenonSurf; 11-11-17 at 01:05 PM.
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Old 11-11-17, 03:17 PM   #20
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So for all practical purposes the TLAM mission would then play out like this:

You start at the extreme end of the map, set up your waypoints in elaborate fashion, then launch the TLAMs. Because TLAMs are slow, you have to wait around for at least 15 minutes as they fly across the map. Then at 100 miles, what is in effect an RNG mechanic starts playing out where SAMs either kill or miss your weapons, completely out of your control.

Now 20 minutes have passed, and due to RNG your missiles are shot down so you failed the mission.

Now explain how this arguably more realistic implementation is more fun.
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Old 11-11-17, 03:53 PM   #21
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well we can spend the 20 min with dodging torps ;-P
 
in deep water


so it would be like an insertion mission, because all slots would be filled with TLAMs to beat RNG ?
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Old 11-11-17, 04:46 PM   #22
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Quote:
Originally Posted by Julhelm View Post
So for all practical purposes the TLAM mission would then play out like this:

You start at the extreme end of the map, set up your waypoints in elaborate fashion, then launch the TLAMs. Because TLAMs are slow, you have to wait around for at least 15 minutes as they fly across the map. Then at 100 miles, what is in effect an RNG mechanic starts playing out where SAMs either kill or miss your weapons, completely out of your control.

Now 20 minutes have passed, and due to RNG your missiles are shot down so you failed the mission.

Now explain how this arguably more realistic implementation is more fun.
Quote:
Originally Posted by Spartaner251 View Post
well we can spend the 20 min with dodging torps ;-P
 
in deep water


so it would be like an insertion mission, because all slots would be filled with TLAMs to beat RNG ?

Oh no, you won't sit there for 20 minutes and doing nothing... That's not what you are paid for in the Navy

Quite the contrary: You are not alone in the sea, enemy ships with SA capability have positionned in crucial points, planes and subs are actively searching for intruders. If your missiles happen to get in the 100-miles range of any these assets (including airports and terran SAM systems), friendly satellite downlinks could alert you about missile launches and then you better re-program your TLAM waypoints for better survivability of the missiles. It's not going to be a walk in the park...Although your missiles will have a fair chance to reach target.

Not to speak about the aggressive counter-attacks of all enemy forces heading to your launch position and your submarine, you'll have no time to dream around I think...

Last edited by XenonSurf; 11-11-17 at 05:01 PM.
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Old 11-11-17, 07:35 PM   #23
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Aircraft in general use some kind of black magic to find you in the game.

I had a helo dipping at least 5 miles away while I crawled at 5 knots 600' down waiting to get enough distance to end the mission.
Completely out of the blue the helo dips right on top of me and drops torps. There was no way I gave myself away - I have no idea how he found me.
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Old 11-11-17, 07:47 PM   #24
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Quote:
Originally Posted by Tinman764 View Post
Aircraft in general use some kind of black magic to find you in the game.

I had a helo dipping at least 5 miles away while I crawled at 5 knots 600' down waiting to get enough distance to end the mission.
Completely out of the blue the helo dips right on top of me and drops torps. There was no way I gave myself away - I have no idea how he found me.
Helo and planes are I think your most dangerous adversaries in CW. Doing more single + campaign encounters, I find out that planes (and helos?) are equiped with MAD searching devices that is a device measuring magnetic changes. As far as I understand it, the detection from them is not related to your engine's noise but your movement in the water. In CW this device has a near 100% detection rate if the plane is near enough (how near, I must find out!). The only remedy is staying quiet at 0 knots and under the layer if possible.

As for Helos, they for sure drop dipping sonars in the water, you will see them by hitting F4, and if you pay attention, you can turn the 3D view around your sub to see the white entry point of these sonars, they are passive ones and not shown on the map. They must not be very effective, I once passed-by very near of one without being detected (because of no plane nearby that could engage me?)

Then, there are active Sonobuoys to make your life a painful one, dropped by planes, specs say they have a detection of 4k-8k yards, but their data is soon transmitted to the planes who will fly to you and drop - if not depth charges - other sonobuoys and you are go for a new evasion. I figure out that some MOSS tactic can perhaps make me get out-of-range of these buoys, else I see no defense against but remaining a sitting duck at 0 knots.

My prefered tactic against depth charges:
I figure out that being underwater I get more damaged even by charges that miss me directly, so I'm listening to the plane comming in (you can hear it even when you go flank at 33 knots), then I surface the sub hitting S for grand angle and ballasts to +30. On the surface at flank speed, I just have to care not taking a direct hit, a near miss will NOT damage me (very reduced explosion wave which is mainly headed downwards by bomb design). Ofc, you cannot do this if enemy ships are nearby...

For the moment I conclude there is no 'magic' but harassing airborne and sonar enemies to evade which do a fine job, much to my detriment

Last edited by XenonSurf; 11-11-17 at 08:16 PM.
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Old 11-12-17, 01:56 AM   #25
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Sorry for the delay but I did put up a video tutorial for "Strike From The Sea"

It should help you. At least I hope it does The approach varies depending on the enemy locations but this method for all.


You can see it here. Enjoy!

https://www.youtube.com/channel/UCwe...1_CdFU_Mw4-SrQ
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Old 12-21-20, 07:35 AM   #26
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Well it took 24 posts to hit on the OP's problem but even then got it somewhat wrong. Magnetic Anomaly Detection is indeed what is going on here but it has nothing to do with movement through the water...that's SONAR. MAD gear detects very minute variations of the earths magnetic field caused by ferrous metals. For this reason the titanium alloyed Alfa was rendered impervious to detection via this method but you could hear the thing coming 3 days in advance so it didn't matter. US subs (until the Seawolf class and beyond which are HY 100) are made of HY 80 steel alloy and subject to detection via MAD. The cure for this is DEPTH. Magnetic fields vary with the inverse cube of the distance. So for a TLAM mission with a 4 tube boat the protocol is going to be to fire off your first 4, hit the Emergency Dive button, turn 90 degrees and commence your reloads while also not crashing into the bottom or crushing yourself. Get deep as you can. Know your boats' test depth and go there or even a couple hundred feet beyond. This same technique applies when any aircraft is present in ANY mission. Many helo's have MAD gear too. That's why players die when they get cute and hide under a strong layer at 200 feet. It's hard for an aircraft to get a MAD detection but when it does it knows (precisely for that reason) almost exactly where you are and suddenly it's raining depth bombs.
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Old 12-24-20, 10:08 PM   #27
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Schiffmorder! After a 14 year 'silent run'! '
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