[Q] Submarine detection question(s)

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abyers
Posts: 13
Joined: Sat Jun 28, 2008 1:28 am

[Q] Submarine detection question(s)

Post by abyers »

I have 2 questions:

1. On the attached save, should the Virginia class sub be able to detect the 3 Chinese surface ships cavitating and bearing down on it about 30nm away? I am possibly doing something wrong, but I have sub at 5kts, and came just above the layer to try and get a contact or track on the group. I am unable to get a contact though.

I use the Steam version of Command, v.104 - Build 1147.52.

2. A year or so ago in the Tech Support forum was a long discussion of potential issues with submarines, and the developer posted a list of things they would like to improve to help make subs more survivable and accurate. I was curious if the new upcoming 'Tiny' Warplanner release includes submarine improvements?

Thanks and no hurry on a reply. I love Command, I have played for years as CMANO when time allows.
2022-12-23 16_33_31-China vs US Sub Test Dec 23 2022 - Command v1.04 - Build 1147.52.png
2022-12-23 16_33_31-China vs US Sub Test Dec 23 2022 - Command v1.04 - Build 1147.52.png (345 KiB) Viewed 485 times
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China vs US Sub Test Dec 23 2022 Run 1.zip
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thewood1
Posts: 10373
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

Re: Submarine detection question(s)

Post by thewood1 »

I got contacts between 12-15nm in run throughs. The detection varies depending on orientation of the sub to the targets, speed of target, speed of sub, etc. Not sure what you expected in your runs. That is with build 1300.1.
abyers
Posts: 13
Joined: Sat Jun 28, 2008 1:28 am

Re: Submarine detection question(s)

Post by abyers »

Thank you TheWood1 for checking. It is possibly working as designed.

I ran it three times, with a head on approach, 5kts above the layer, and found the lead ship around 10nm each time:

1st: 9.89nm.
2nd: 9.87nm.
3rd: 9.59nm.


30nm is probably too optimistic for passive sonar without any convergence zones. I'm guessing in the real world subs rely on 'external' information to narrow their search area dramatically before moving in to use passive sonar. Even this modern Virginia class seems to have to get pretty close to rely on passive sensors.
Dimitris
Posts: 15981
Joined: Sun Jul 31, 2005 10:29 am
Contact:

Re: Submarine detection question(s)

Post by Dimitris »

abyers wrote: Fri Dec 23, 2022 9:38 pm 2. A year or so ago in the Tech Support forum was a long discussion of potential issues with submarines, and the developer posted a list of things they would like to improve to help make subs more survivable and accurate. I was curious if the new upcoming 'Tiny' Warplanner release includes submarine improvements?
Since then we have made significant changes WRT the thermal layer and CZs, see here: https://command.matrixgames.com/?p=5188.

The proposed additions you refer to are probably these: https://www.matrixgames.com/forums/view ... 8#p4790358 . They are still on our list, and in parallel to them we are working on a significant revision of the sonar model itself. We'll be able to talk more about this in 2023.

Thanks!
abyers
Posts: 13
Joined: Sat Jun 28, 2008 1:28 am

Re: Submarine detection question(s)

Post by abyers »

Yes Dimitris, that is the thread I recall. Thanks for replying, I will keep an eye out for the sub improvements in the coming year.

I am looking forward to the War Planner update, thank you for your team's hard work continuously improving. As mentioned, I love Command, it is really the only game I always come back to year after year.

Feel free to close this thread if the ship detection is working as designed. I had in my mind from reading articles and books, a modern submarine could passively detect a group of ships further out. It may be the lack of Conv. Zones, I did not notice at first, which enable those longer range detections.
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