Interested in H3-ANW ... but

Harpoon 3 Advanced Naval Warfare is the result of decades of development and fan support, resulting in the most comprehensive, realistic, and accurate simulation of modern combined air and naval operations available to the gaming public. New features include, multiplayer support, third party databases, scenario editors, and OVER 300 pre-built scenarios!

Moderator: Harpoon 3

User avatar
hermanhum
Posts: 2209
Joined: Wed Sep 21, 2005 10:48 am
Contact:

Question

Post by hermanhum »

ORIGINAL: navwarcol

Generally, also, an 'unknown' contact of ANY kind is presumed hostile if the situation is a wartime situation.
I find it quite fascinating that a true professional and a self-professed total noob both come to the same conclusion while AGSI did not. Looks like some logic is immutable.
ORIGINAL: navwarcol

I may design one of my own during the holidays, and see.
Herman drools. I think that everyone is going to hold you to that promise of a new scenario! [:D]
Anonymous

[Deleted]

Post by Anonymous »

[Deleted by Admins]
navwarcol
Posts: 637
Joined: Wed Dec 02, 2009 2:30 pm
Contact:

RE: Question

Post by navwarcol »

Dale summed it up quite well.
Commanders in real will have a general idea of last known area of friendly subs, along with an even rougher idea of their path.
It has been over 60 years, since the last true hotwar, against a truly capable submarine power. In that time, there have been a great many training exercises (run on both sides). Always, one has to remember that the other side is playing to win also.
In the days and months before the current wars began, many in the US naval community were worrying publicly about the loss of real ASW experience in the current world. The more I look at this, the more I think, that the current model here is fairly accurate, IF it is because the ASW side has trouble finding the sub. If , instead, it is because it refuses to prosecute the sub, then probably harpoon should allow for courts martial.[:)]

one other note...
Herman, thank you for your compliment. However, I am not a "true professional". My experience has always been limited to analyzing the actions and abilities of the people who are trying to harm the "true professionals", and many times, that comes closer to psychiatry than it does to naval warfare [:)]
User avatar
hermanhum
Posts: 2209
Joined: Wed Sep 21, 2005 10:48 am
Contact:

Question

Post by hermanhum »

ORIGINAL: navwarcol

The more I look at this, the more I think, that the current model here is fairly accurate, IF it is because the ASW side has trouble finding the sub. If , instead, it is because it refuses to prosecute the sub, then probably harpoon should allow for courts martial.[:)]
The way ANW currently works, you had better convene a court-martial right quick!
ORIGINAL: navwarcol

My experience has always been limited to analyzing the actions and abilities of the people who are trying to harm the "true professionals", and many times, that comes closer to psychiatry than it does to naval warfare [:)]
Have you read a Harpoon forum lately? I can't think of a group of people more in desperate need of psychiatric help than the Harpoon community. Where do I schedule my appointment? [:D]
User avatar
CV32
Posts: 1046
Joined: Mon May 15, 2006 4:36 pm
Location: The Rock, Canada
Contact:

RE: Question

Post by CV32 »

ORIGINAL: VCDH
I remember a large PBX game played once that resulted in a rather novel attack against a US carrier. The attack used high speed missiles [AS-16s?] launched by Blackjack bombers in a storm, and the attackers used enough missiles to defeat the effects of the weather and smoke the carrier. The was sufficient [a massive understatement I might add] outrage that experienced Harpoon players from outside the game were brought in to replay the scenario twice. In both cases the result was the same so the decision stood, even after the most worst weather modifiers were applied. I don't know what happened to the game after but I do know that many players were disillusioned at the reaction of other players of a US carrier being sunk.

You're referring to the Global Thunder MBX held between January 2001 and October 2003. And, its true, BLUFOR didn't react well at all to that REDFOR attack.

Part of it, I believe, was (as you say) an element of disbelief at having a US Navy nuclear powered supercarrier sunk.

The other part was related, imho, to a false sense of security in the weather, i.e. if the weather is so bad that we can't undertake air operations, then neither can the enemy.

They didn't adequately consider that REDFOR airpower was flying from bases that were hundreds of miles away from the storm front, and for the most part, launching missiles from standoff positions also a hundred miles or more from their targets.

To be fair to BLUFOR, however, it was designed to be an overwhelming raid. I threw everything I had into the mix, including Backfires, Bears, Badgers, escorted by Su-35 Flankers, and a timely strike by a nearby Oscar class SSGN.
Brad Leyte
HC3 development group member for HCE
Author of HCDB official database for HCE
Harpgamer.com Co-Owner
Anonymous

[Deleted]

Post by Anonymous »

[Deleted by Admins]
Anonymous

RE: Question

Post by Anonymous »

Hi all,

interesting discussion. This creeping sub = deadly sub issue is really fascinating.

Ok, just played my test scen for this purpose once again.

Configuration:

Ge: ANW 3.9.4
Database: Standard Database
Scenario: Global Conflicts 1, "To Protect the Queen"

Since this scen plays in shallow waters, subs are even more dangerous and the Russian carrier commander bears an additional risk.

How it went:

1. I set all three subs to creep speed.

2. First the Turbulent managed to get into the formation.

3. The Turbulent got a Kresta and an Udaloy.

4. After that it was sunk with torps, althoug it remained silent all the time and at creep speed.

5. The next sub to penetrate the formation was the Unseen.

6. It got the Slava and was sunk instantly after that.

Here I stopped.

So the question is: Does that AI behaviour comes close to reality or is the AI too weak?

I really don´t know. But I think it IS hard to detect a creeping modern nuke or diesel, lurking in your path.

So I think the ANW GE is regarding ASW not so bad in the sense of realism.

I´ll retry it , using 3.6.2, same scen, same database.

Regards,
Ralf


navwarcol
Posts: 637
Joined: Wed Dec 02, 2009 2:30 pm
Contact:

RE: Question

Post by navwarcol »

Ralf,
I think, that scenario, if I am thinking of the correct one here, let the subs begin, nearly in attack position, already. Once a sub is already in attack position, and is able to creep, it IS going to do damage. The primary challenge, from the sub captain's perspective, would be attaining that attack position.
It is possible that some of the older scenarios began with subs already in place, or at least, in the path that the SAG/CVBG would have to transit. The true challenge is already a given by then. Set up a scenario where the sub needs to move to get into position, and it runs a lot different.
I think, what we have been looking at, is not broken. We are just looking at the wrong part of the equation. I just set up a sample run scenario where the sub had to move to get into position, and it is properly IDed and attacked by the AI. That is the crux here. If you have a stealth platform, and you make everything go "right" for it, of course, it will be successful. So, it is up to the scenario designer, to not have it set up already in nearly the perfect place. Make it maneuver to get into its ground. If a sub is truly just creeping, nobody, except MAYBE another sub, will be able to track and attack it.
I realize the reason scenario designers usually set up the subs, is because the hours of time a sub will take to get in position, may not be very exciting to play out..but that would have far more realistic results..To sum up..the engine seems to work fine on ASW, the only problem I am seeing is in scenarios where the designer already has the sub in its kill position, and even irl, once that is attained, it will do its damage.
Anonymous

RE: Question

Post by Anonymous »

Hi,
ORIGINAL: navwarcol

Ralf,
I think, that scenario, if I am thinking of the correct one here, let the subs begin, nearly in attack position, already. Once a sub is already in attack position, and is able to creep, it IS going to do damage. The primary challenge, from the sub captain's perspective, would be attaining that attack position.
It is possible that some of the older scenarios began with subs already in place, or at least, in the path that the SAG/CVBG would have to transit. The true challenge is already a given by then. Set up a scenario where the sub needs to move to get into position, and it runs a lot different.
I think, what we have been looking at, is not broken. We are just looking at the wrong part of the equation. I just set up a sample run scenario where the sub had to move to get into position, and it is properly IDed and attacked by the AI. That is the crux here. If you have a stealth platform, and you make everything go "right" for it, of course, it will be successful. So, it is up to the scenario designer, to not have it set up already in nearly the perfect place. Make it maneuver to get into its ground. If a sub is truly just creeping, nobody, except MAYBE another sub, will be able to track and attack it.
I realize the reason scenario designers usually set up the subs, is because the hours of time a sub will take to get in position, may not be very exciting to play out..but that would have far more realistic results..To sum up..the engine seems to work fine on ASW, the only problem I am seeing is in scenarios where the designer already has the sub in its kill position, and even irl, once that is attained, it will do its damage.

Signed. In the scen I tested things are perfectly well working for the subs:

- shallow water
- The carrier group is on a transit mission right towards the sub´s positions
- so the subs can creep all the time
- those British subs are first line ones, very quiet (Trafalgar and Upholder)

Given that, the AI performed well.

I´m on my way writing a sub vs. carrier scen which focuses on that issue, but with balanced chances.

Stay tuned!

Ralf
User avatar
hermanhum
Posts: 2209
Joined: Wed Sep 21, 2005 10:48 am
Contact:

Problem

Post by hermanhum »

ORIGINAL: navwarcol

I think, that scenario, if I am thinking of the correct one here, let the subs begin, nearly in attack position, already. Once a sub is already in attack position, and is able to creep, it IS going to do damage. The primary challenge, from the sub captain's perspective, would be attaining that attack position.
It is possible that some of the older scenarios began with subs already in place, or at least, in the path that the SAG/CVBG would have to transit. The true challenge is already a given by then. Set up a scenario where the sub needs to move to get into position, and it runs a lot different.
I can't agree with that, at all. The scenario situations I am testing find this to be quite irrelevant. It does not matter whether or not the sub is already in firing position or moving to penetrate a formation from a hundred miles away. As long as a quiet sub does not increase speed past Creep throttle, it can easily penetrate a US CVBG.

I've attached a screenshot from the latest test. A sub can clearly be seen penetrating a screen. In fact, the AI has already detailed a Viking to prosecute it. It has perfect location data due to the escort's active sonar, yet it fails to fire a single shot even though it is clearly within ASW range. This happens time, and time, again.

Image
Attachments
1.gif
1.gif (8.92 KiB) Viewed 280 times
User avatar
FransKoenz
Posts: 255
Joined: Fri Jun 03, 2005 2:01 am
Contact:

RE: Problem

Post by FransKoenz »

ORIGINAL: hermanhum
ORIGINAL: navwarcolI've attached a screenshot from the latest test. A sub can clearly be seen penetrating a screen. In fact, the AI has already detailed a Viking to prosecute it. It has perfect location data due to the escort's active sonar, yet it fails to fire a single shot even though it is clearly within ASW range. This happens time, and time, again.

Image

I can't see the little line [course] of the submarine. This means that the submarine has been detected, but, exact position is still unknown.
So, the Viking would not launch a weapon. In such cases I just push F1 and force the aircraft to launch the torpedo. Once the torpedo is in the water, the submarine reacts and the path of the sub becomes visible on the screen and the units in that particular mission will launch their weapon [if they are in firing range]. Sometimes you see that the submarine suddenly is somewhere else, on the exact location.
That's my experience with this situation.

Cheers,
Taitennek
rsharp@advancedgamin
Posts: 430
Joined: Mon Jun 19, 2006 7:39 am
Contact:

RE: Problem

Post by rsharp@advancedgamin »

So first, let me compliment everyone for the discussion. Interesting and on topic are two traits we need more of in the Harpoon forum.

I played through a few setups and found that formation patrols belonging to a surface group on plotted missions would not fire on subsurface contacts by default. <Selling>Using the new mission profile feature you can change this default.</Selling> I agree that firing on unidentified subs is technically an issue of doctrine. However, I also think it is an easy consensus that craft should do so. I'm changing the default setting for plotted missions. Other missions (in 3.10) should already fire on unidentified subs. You can still configure it so that your craft do not take the shot.

If there are other situations in 3.10 where a sub of unknown posture or class is not being fired on, let me know. Keep in mind that the mission of the surface group is what determines who and what to attack. This includes the Plotted and NoMission missions.

Thanks,
Russell
Advanced Gaming Systems
Home of Computer Harpoon
User avatar
hermanhum
Posts: 2209
Joined: Wed Sep 21, 2005 10:48 am
Contact:

Problem

Post by hermanhum »

Image

Image
Attachments
2.gif
2.gif (13.47 KiB) Viewed 278 times
User avatar
hermanhum
Posts: 2209
Joined: Wed Sep 21, 2005 10:48 am
Contact:

Question

Post by hermanhum »

ORIGINAL: rsharp@advancedgamin

If there are other situations in 3.10 where a sub of unknown posture or class is not being fired on, let me know. Keep in mind that the mission of the surface group is what determines who and what to attack. This includes the Plotted and NoMission missions.
I am interpreting NoMission to mean units that are Unassigned. Is this correct?

You specifically mentioned that units on Plotted mission will fire on unknown subsurface contacts. Does this include Unassigned/NoMission, too? I believe it should.
rsharp@advancedgamin
Posts: 430
Joined: Mon Jun 19, 2006 7:39 am
Contact:

RE: Question

Post by rsharp@advancedgamin »

Unassigned units are handled under the NoMission mission. Plotted units are on the Plotted mission.

Unassigned craft, or those on assigned to the NoMission to give you the perspective from the internals, should already fire on subs not fully IDed.

Was that screenshot you just posted from 3.10? Would you please provide the save of that situation? It would help me figure out what is happening.

Thanks,
Russell
Advanced Gaming Systems
Home of Computer Harpoon
User avatar
hermanhum
Posts: 2209
Joined: Wed Sep 21, 2005 10:48 am
Contact:

Question

Post by hermanhum »

The 2nd screenshot in question was from 3.9.4 and was added in further clarification to the question regarding plotted course of the unknown subsurface contact.
navwarcol
Posts: 637
Joined: Wed Dec 02, 2009 2:30 pm
Contact:

RE: Question

Post by navwarcol »

Very interesting looking scenario Herman.
And yes, this topic is being interesting also.
&nbsp;For your sub, a question however. Are you saying you achieved firing position on a moving CVBG by entirely creeping the sub and never having to move above the stealth speeds? I think, I must have misunderstood that, but I am just clarifying. If it is so, the carrier group was going far too slow, and it is amazing that the sub found them in the first place to launch its own attack, as they would have been barely making steerage, and nearly 'stealthy' in their own right.
&nbsp;Also, an off topic note to you Herman..tried your db for the first time, very well done.[:)]
navwarcol
Posts: 637
Joined: Wed Dec 02, 2009 2:30 pm
Contact:

RE: Question

Post by navwarcol »

One other quick note...active sonar does not give an instant detection unless you are inside of its (usually very limited) range. And, I notice the sub contact is yellow, which means it is being IDed as a neutral, so, you do have something there. Still, though, I think, if the sub manages to get that close, it deserves its shot[;)] It should have been prosecuted on the way in..if that surface group was moving at, say 10kts, unless the sub was already in position essentially, there would have had to be a point along the way where the sub was above creep speeds...even the difference of 5-10 nm off the course, a very small distance, would require the sub to accelerate to the intercept point, before their targets vacated the area. Also, the a/c would not be able to prosecute a torpedo launch from full speed, (or, should not be able to, I will have to see if it can in H3)and most ship based ASW weapons have a shorter range than many opfor torpedos ...so once the sub is past whatever air assets you have, it is quite likely to fire off it's torpedoes whether or not the ships fire off their ASW weaps.
User avatar
hermanhum
Posts: 2209
Joined: Wed Sep 21, 2005 10:48 am
Contact:

Harpoon 3 [ANW] scenarios for the PlayersDB

Post by hermanhum »

ORIGINAL: navwarcol

For your sub, a question however. Are you saying you achieved firing position on a moving CVBG by entirely creeping the sub and never having to move above the stealth speeds? I think, I must have misunderstood that, but I am just clarifying. If it is so, the carrier group was going far too slow, and it is amazing that the sub found them in the first place to launch its own attack, as they would have been barely making steerage, and nearly 'stealthy' in their own right.
Also, an off topic note to you Herman..tried your db for the first time, very well done.[:)]
The scenario you are looking at is "Mugging the Forrestal" from the Blue Water Navy battleset. You are in quite a fortuitous situation because you own both versions of H3 are able to play this scenario in both the original H3.6.2 version and in ANW 3.9.4 so that you can do an objective comparison. My experience with this scenario is that I usually lose when I play the USSR sub side in H3.6.2 because the AI is all over me like bees on honey. However, in ANW 3.9.4, I can't lose as long as I never accelerate past creep speed before firing. By all means, try it for yourself. It only takes a few minutes to verify this to your own satisfaction.

[Spoiler Alert]

The CVBG in the scenario is moving on a Transit mission and has units sprinting and drifting within the formation. The speed of the CVBG should be cruise speed (8kts) because of the presence of a slower UnRep vessel. However, the group speed is irrelevant. The same situation will occur with groups moving at much greater speeds, too. The USSR player has two subs and thus can easily ensure that one vessel is able to creep into the formation. The CVBG is set to stay within a certain area to ensure ease of contact and conflict.

Regarding the PlayersDB, I am pleased that you have enjoyed yourself with our works. It is the culmination of effort from many individuals of which I am simply the most outspoken.
User avatar
hermanhum
Posts: 2209
Joined: Wed Sep 21, 2005 10:48 am
Contact:

Question

Post by hermanhum »

ORIGINAL: navwarcol

One other quick note...active sonar does not give an instant detection unless you are inside of its (usually very limited) range. And, I notice the sub contact is yellow, which means it is being IDed as a neutral, so, you do have something there.
I believe that this is inaccurate. Yellow is the colour for a contact with the side Unknown. Green is the colour of a contact that is known to be neutral.
ORIGINAL: navwarcol

Still, though, I think, if the sub manages to get that close, it deserves its shot[;)] It should have been prosecuted on the way in..if that surface group was moving at, say 10kts, unless the sub was already in position essentially, there would have had to be a point along the way where the sub was above creep speeds...even the difference of 5-10 nm off the course, a very small distance, would require the sub to accelerate to the intercept point, before their targets vacated the area. Also, the a/c would not be able to prosecute a torpedo launch from full speed, (or, should not be able to, I will have to see if it can in H3)and most ship based ASW weapons have a shorter range than many opfor torpedos ...so once the sub is past whatever air assets you have, it is quite likely to fire off it's torpedoes whether or not the ships fire off their ASW weaps.
All very interesting points, but I think you are losing sight of the fact that the human is in control of the submarine. He does not have to increase speed unless he chooses to do so. Of course, if he wishes to risk counter-detection and attack by the AI forces, then he can accelerate and launch his attack. However, if he wishes to remain stealthy and then look for another opportunity to attack in the future (a wiser choice, IMO), he just needs to creep away and then make another approach at a time of his choosing.

Many of the points you touch upon are quite logical for a human player, yet the AI is limited in what it can do. The AI sub would most likely accelerate and reveal itself in order to conduct the attack.

However, that isn't the problem being presented in this discussion. The issue at hand is that in ANW 3.9.4, AI controlled units are unable to defend themselves at all from quiet player controlled quiet subs. AGSI claims that this problem is fixed in the upcoming 3.10 release. I look forward to testing this claim for authenticity once the 3.10 patch is released publicly for all to try.

Image
Attachments
4.gif
4.gif (5.63 KiB) Viewed 277 times
Post Reply

Return to “Harpoon 3 - Advanced Naval Warfare”