SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
07-17-17, 05:22 AM | #1 |
Sailor man
Join Date: Oct 2013
Posts: 44
Downloads: 5
Uploads: 0
|
Isn't the TMA a little too perfect?
TMA algorithms produce all kinds of quantified parameters to indicate the accuracy of the solution. They should be referred to with suspicion, of course, but for a rather simplified game such as CW, I don't see anything drastically wrong with representing solution quality with percentage.
__________________
Last edited by Destex; 07-17-17 at 07:55 AM. |
07-17-17, 09:06 AM | #2 | |
Samurai Navy
Join Date: Feb 2014
Location: Italy
Posts: 554
Downloads: 82
Uploads: 2
|
Quote:
|
|
07-17-17, 04:26 PM | #3 | ||
A-ganger
Join Date: May 2009
Location: Hooper, UT
Posts: 80
Downloads: 89
Uploads: 0
|
Quote:
Quote:
At any point, I should have all three parameters - it's a solution. Not a good one (percentage applies here!), but a solution. It's the Captain's job to weigh all that's going on, how he feels about that solution, and attack when he's ready. Under this system (the CW one, to clarify), I feel like I have no choice but to wait to shoot on a 95% solution because it's the only one that provides me any feel for relative motion since I can't look at PBB data. There are times when a bearings only shot is needed, I don't argue that point. But for any type of deliberate attack, this system almost forces you to wait longer than you might really need to.
__________________
STS1(SS) USN (Ret) : 1997 - 2017 USS MICHIGAN (SSBN-727 BLUE) USS MONTPELIER (SSN-765) IMF PACNORWEST USS ALASKA (SSBN-732 GOLD) USS ALABAMA (SSBN-731 GOLD) NAVAL OCEAN PROCESSING FACILITY, WHIDBEY ISLAND USS TENNESSEE (SSBN-734 GOLD) |
||
07-18-17, 05:10 AM | #4 |
Seasoned Skipper
Join Date: Jul 2007
Location: The Icy North
Posts: 690
Downloads: 189
Uploads: 0
|
You should get speed and course already at around 50%, with range being the final factor. There's no real provision for plotting 'wrong' solutions, so instead we assume that only data which your TMA team is confident about gets plotted.
If you remember the first two Silent Hunter games, they also used a 0-99% solution indication, where the solution for your torpedoes built up over time as you made sonar/radar/visual observations on the track. In those games though, the map was still the 'all or nothing' realtime plot. We just use the solution to drive the plot display instead and let you aim your weapons as you see fit. |
07-18-17, 09:56 AM | #5 | |
A-ganger
Join Date: May 2009
Location: Hooper, UT
Posts: 80
Downloads: 89
Uploads: 0
|
Quote:
Speed and Course may well show up in the data block in the corner at 50%, but I rarely look at that block because it SHOULD be represented on the plot in a quick visual reference for use in tactical decisions. As to Silent Hunter games, I've only played the 4th and 5th (and still play them quite a bit). It's hard to compare the two, though, since the systems that drive the plots are very different, as you point out.
__________________
STS1(SS) USN (Ret) : 1997 - 2017 USS MICHIGAN (SSBN-727 BLUE) USS MONTPELIER (SSN-765) IMF PACNORWEST USS ALASKA (SSBN-732 GOLD) USS ALABAMA (SSBN-731 GOLD) NAVAL OCEAN PROCESSING FACILITY, WHIDBEY ISLAND USS TENNESSEE (SSBN-734 GOLD) |
|
|
|