KungPao
Posts: 333
Joined: 4/25/2016 From: Red China Status: offline
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quote:
ORIGINAL: KungPao On the other hand, I noticed something weird happened yesterday. Before the first attack the SSN has full inventory of decoy. Here is the screenshot, after the first engagement, half of decoy depleted while the log only list two decoy (Mk3 and Mk4) events on the left. Is that normal? I will run more test later today , I can report this in a separate topic. I can see what happened now. Looks like the Sub will eject all decoy available. For example during the first attack check the Virginia will eject 1x ADC Mk2 Mod 0 Torpedo Decoy from 3-inch signal ejector, 1 x ADC Mk3 Mod 1 Torpedo Countermeasure, 1 x ADC Mk4 Mod 1 Sonar Jammer, and 1 x ADC Mk2 Mod 3 Torpedo Decoy from external decoy tube number 1. Same number of decoys will be ejected from tube number 2. So that is total 7 decoys waiting for the Torpedoes. That makes sense , if there is a torp pin me there could be another passive torp chasing me, I am going to dump a lot of decoy (both active and passive) and maneuver to shake them off. If the first decoy spoofed torp, other decoy expended will not show on the endgame calculation. However I also noticed that in latest version of CMANO, the endgame calculation will show the decoy ejected from both CSA MK2 Mod2 tubes, while the CMO only show one event? (note both MK3 and MK4 has two events on the message log) quote:
ORIGINAL: apache85 Not quite. Torpedoes with re-attack capability will still need to re-acquire their target and make another attack, torpedoes without re-attack capability obviously don't get that opportunity. Jammed is probably not the best word here, spoofed is more accurate. The torpedoes are being seduced by a decoy, there's no follow-on issues apart from the fact that it missed and needs to come around and try to re-acquire the target before starting another attack. Thank you for the answers and clarification. I guess this should be discussed in feature request thread , but I do feel the current rule is too harsh for the Sub. Don’t get me wrong, I don’t want to go back to days before silent service update when a Foxtrot could cost you 9 Mk46 to sink. My testing found out that re-attack torpedoes can always successfully re-acquire target. That is true even for old generation torp like SET-65M (0.75nm seeker range). Torpedoes will make a sharp turn that diameter is less than 0.5nm, re-acquire the target. Probably the number of my testing is limited, but I haven’t find a case with failed re-acquire. Changing the depth to another side of layer don’t work, changing the heading will invite a quicker death. In fact , it looks like the current auto-evasion mode is the best solution (although running in a straight line is not a best solution IRL). In current game , it will take 1.5min~2min before torp re-attack happens on a nuke boat. So a Yu-7 will have 2-3 attacks, a MK54 will have 4-5 attacks check. This will quickly deplete Sub’s decoy inventory and lucks, guarantee a death sentence. So, is it possible to add re-attack pass/fail check on those seduced torpedoes too? I can’t speak what a sub commander will do in real life , I guess most logical way is to dump decoys and change the heading at the same time. Hopefully the torp will be seduced to a different direction. When the torp make a circle and initiate the re-attack process , the sub has already get out of the torp’s search cone . my 2 cents.
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< Message edited by KungPao -- 8/27/2020 3:46:55 AM >
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