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Torpedoes miss at max range

Posted: Wed Jul 30, 2008 11:22 pm
by hermanhum
1. Ship detects torpedos fired from maximum range of 53nm.
2. Ship then can walk (or crawl away at creep speed) in the opposite direction.
3. Torpedoes miss every time

Harpoon

Posted: Sat Aug 09, 2008 8:05 am
by hermanhum
Test files for Air-to-Air re-fueling problem

tm.asp?m=1885612

Harpoon

Posted: Sat Aug 09, 2008 8:16 am
by hermanhum
Second batch of Test files for Air-to-Air re-fueling problem

tm.asp?m=1885612

Harpoon

Posted: Sat Aug 09, 2008 8:19 am
by hermanhum
Third batch of Test files for Air-to-Air re-fueling problem

tm.asp?m=1885612

RE: Torpedoes miss at max range

Posted: Sat Aug 23, 2008 1:05 am
by Mr.Sharkey
1. Ship detects torpedos fired from maximum range of 53nm.
2. Ship then can walk (or crawl away at creep speed) in the opposite direction.
3. Torpedoes miss every time


Yes, if the sonar is sensitive enough to detect it and the torpedo is making enough noise. One has to ask how realistic it is for a ship to be able to detect a torpedo at that range? There may actually be no issue here except with how all the DB variables are making the game engine behave.

With say Straight Running torpedoes, as soon as a ship visually spots the torp it simply needs to clear the tropedo's intercept bearing (easily done). Straight running torpedo attacks rely on a group of planes attacking in a coordinated fashion from several different intercept bearings and hoping the evading ship literally turns into the path of one of these intercepts.

Sometimes we need to look at every aspect in play before calling it as a game performance issue...

Sharkey

... and the manager says "Mr Sharkey, he's not at his desk right now can I take a message?"

Harpoon

Posted: Sat Aug 23, 2008 3:20 am
by hermanhum
ORIGINAL: Mr.Sharkey
1. Ship detects torpedos fired from maximum range of 53nm.
2. Ship then can walk (or crawl away at creep speed) in the opposite direction.
3. Torpedoes miss every time


Yes, if the sonar is sensitive enough to detect it and the torpedo is making enough noise. One has to ask how realistic it is for a ship to be able to detect a torpedo at that range? There may actually be no issue here except with how all the DB variables are making the game engine behave.
It is quite possible to detect a torpedo at that range. The ship that is the intended target does not need to detect the torpedo itself. Because it is in communications with other units (planes dropping sonobuoys, dipping helos, ships with towed arrays, SOSUS, SurTASS,...), there is no need for it to detect the torpedo, itself. The presumption that the target unit is acting alone and deaf is possible, but improbable.