Dan109
Posts: 175
Joined: 4/27/2017 Status: offline
|
Be careful what you wish for....28 scenarios added to the zip file in the first post (which had a history of 0 downloads). I also discovered 4 more issues, however after dozens of tests on scenario 6b, I found out the CUSV doesn't get hit by mines 'that' often at all, perhaps 1/10 times. Its pretty bad damage though, but considering its small craft, I can live with that - the mothership isn't repairing the ship though (issue #13). Besides updates to the issues above, I did test msc's claim about non-MCM ships not getting hit by mines. I did not find that to be the case, however I am still nevertheless opening up issue #16, as the vessel cannot safely traverse a KNOWN mine field. Yes, a CV will run into contact mines and take damage - however MCM vessels seem to have a "dotted path" mechanism which gives them course correction when going through mine fields, however there are issues with that as well (issue #6e). Enjoy!! ------------------------------------------------------------------------------------------------------------------------------- #5 Towed Sweeper/Sonar Speed http://www.northropgrumman.com/Capabilities/ANAQS24/Pages/default.aspx - AN/AQS-24B 18knt operation http://navaltoday.com/2016/10/27/northrop-grumman-hails-aqs-24b-demonstration-at-unmanned-warrior-a-success/ AN/AQS-24B speed up to 18 knots I can't find data showing max tow speed of Mk103,4,5,6 or other MCM towed non-sonars. Sonar of course has a limit - you can't be goign full speed and expect your active sonar to work well, or it would have extremely limited range. I cannot find it again, but I remember seeing AN/AQS-20 being limited to 12 knots. Therefore even a CUSV or CH-53E would have a max towing speed of 18knts for the towed based sonar to be effective. ALMDS speed, I'm not sure what the speed or depth limit should be exactly - https://defensesystems.com/articles/2017/03/28/helolaser.aspx describes the speeds to be "great", which I can only assume it means MH-60S cruise speed - depth of detection "can" be up to 200m, but again not sure, and due to "reliability" in detection, I imagine that is due to the depth of the mine, not the necessarily the speed of the craft. Hence, I would say 50m depth is a decent approximation, unless you are going to model the laser detection through water. In summary, sonar and laser based airborne and sub/surface towed mine detection systems all have speed based limitations, which need to be properly address in CMANO, rather than have all work at airborne or sub/surface speeds only definable in the MCM Mine Clearing mission. See attached "MCM Issue #5 - sonar and laser based AMCM detection speed of towing craft not correct.scen" ---------------------------------------------------------------------------------------------------------------- #6a - MCM Navigation/Pathing - No CWDB minesweeper can trigger ANY CWDB mine - 11 scenarios attached, each with 9 MCMs (all US Navy CWDB MCM types to my knowledge) set on mission for that particular mine type - just start scenario, FF x1min, and wait for MCMs to find the single mine, see them all converge and not be able to sweep the mine - should take 1min RT per scenario to show #6b - MCM Navigation/Pathing - CUSV too close to mine when sweeper triggers, causing WAY too much damage to CUSV - 1 scenario attached - Per Scenario, only 1/10 CUSVs are hit by a mine - in 4 runs, only one sunk, but when I noticed the distance, its was 35m!! Going back 20s couldn't reproduce it for some reason, as I had high compression on and I think it was 20min of autosave because compression was at 1xmin - anywasy, due to the 35m proximity of the sunk CUSV, and the outstanding results of the other CUSVs, I stronly believe my original reported issue was due to the lack of no FWD sonar of the AN/AQS-24. The CUSV ran straight into it, not detecting the mine at all. However, I have another open issue concerning the lack of FWD Sonar of the AN/AQS-24 (I found a sneaky classified NOAA report for environmental impacts of MCM, showing the AN/AQS-24 in fact has a FWD looking sonar, just much less range, which would certainly be good enough to detect the mine and avoid 35m proximity detonation). The other damage taken I believe was also due to not detecting the mine first, with the improper side-only sonar (who in there right mind would deploy an MCM system on the surface or submerged without the ability to detect in front of your path??) - Hance, case closed. Scenario Attached for your interest. #6c - MCM Navigation/Pathing - Sweep area in general - no need to have a separate scenario, can be witnessed with any of the attached scenarios which have sweepers #6d - MCM Navigation/Pathing - Generic Moored Mine Cable nor Generic Mine Disposal Diver - after loading, don't start scenario - jsut look at MCM Equipment button for all ships - see Moored Mine Cable and Mine Disposal Diver are ENABLED, but no light blue "detonation" area - if you enable Generic Mechan Cutters or Generic Mag/Acoustic Sweep gear, they do have light blue areas - hence these two reported mine detonation pieces of equipment are useless - CWDB and DB3000 scenarios attached - Note, if you start scenario, all equipment is automatically disabled, becasue of no MCM Mine Clearing Mission - if in MCM Mission, you cannot disable MCM equipment manually (to test a unique piece of gear, for example) - another report on this issue being opened up - MCM Issues #14 #6e - MCM Navigation/Pathing - Not Respecting Known Mine Locations nor MCM Mission Zone when RTBing - CUSV-NoMCMMIssion scenario attached, which shows "most" CUSVs not respecting known mines, you need to load the scenario, and hit RTB on each vessel, so you can see the "full line" pathing when the craft ignores a mine - oddly, some CUSVs have "dotted line" paths, which seem to be paths which do take the mine into account, however they still detonate the mine sometimes - When you run this scenario, if ANY vessel doesn't detonate a mine, use M key and move it again over a mine (give ample room to course correct) - and you will see sometimes it will automatically correct the couse, sometimes not - very strange - also attached, CUSV-MCMENABLED - this time, the CUSVs have their mine sweep gear one (no FWD sonar though), and it doesn't seem to help ---------------------------------------------------------------------------------------------------------------- #7 - Need for Detection/Triggering granularity - more of a feature request/improvement - any MCM scenario from #6a or 6b will show this - need a way to detect mines only, disable mine detonation gear (MCM Equipment), but not sensors used to detect mines - however, if you now know the location of every single mine, most times, vessels have problems safely traversing such a mine field and die - See Issue #6e and #16 for examples of this problem caused by this feature (hence need to fix #6e and #16 prior) ----------------------------------------------------------------------------------------------------------------- #8 - Mechanic/Magnetic/Acoustic sweep gear is allowed to destroy a floating or moored contact mine - scenario attached, just play it - I used the CUSV as it only has Mag-Acoustic Sweep Gear - I also added a Mechanical Sweeper to the Float Mine Mission CUSV - Mech Sweeper should not be able to detonate a float mine ----------------------------------------------------------------------------------------------------------------- #9 Mines not being clickable units on the map - pure feature request/improvement - nevertheless, I feel very important to overcome several problems with the realism of the CMANO Mine Game ------------------------------------------------------------------------------------------------------------------ #10 Mine Type and Depth of Mines vs Mine Sweeping Gear - attached scenario - see above for more details - HERE, we have 2 problems in this scenario. #1, a CUSV with mag-acoust-mechanical sweep is allowed to detonate a moored contact mine in 1100ft of water, which should not be possible - maybe similar to issue #8, as I'm trying to find scenarios where MineSweep gear mismatches with the mine type, and sweep is impossible - mechanical sweep gear of course can't work on a moored mine that is in deep water and has a short mooring chain. But, without depth, we have no idea what depth the mine was really at. 2nd issue - CUSV has found an Mk60 Captor mine, and forever tries to sweep it - now, the mine is no detonating, but the pathing is crazy, maybe because the MCM Craft realizes that it cannot trigger the mine because is is indeed too deep and doesn't have the right gear (special deep bottom hunting MCM gear needed like KnifeFish) - But, the MCM Craft never gives up and forever tries to sweep the mine - this sub issue is similar to #6a, where the sweep gear cannot detonate the mine, and will not "ignore it from now on" during detonatio phase, and go back to detection phase for other mines ------------------------------------------------------------------------------------------------------------------ #11 - aha, similar issue to #10 - #10 is really more about the NEED for depth and ID of the mine (hence clicking on it), so MCM gear can be matched by the player for the mine type. For a perfect example of what happens if you cannot sweep a mine, see issue #6a (its a bug, and they should eb able to sweep however) ------------------------------------------------------------------------------------------------------------------- #12 - AN/AES-1 ALMDS doesn't seem to work - attached scenario, unlike above, I decided to take a Japanese MCH-101 Helicopter, and manually delete the Mk1 Eyeball sensor and manually disable the AN/AQS-24 towed sonar - it never detects the floating contact mine - Good news is that if you add the Mk1 Eyeball, you can detect it, but that defeats the purpose of the ALMDS ------------------------------------------------------------------------------------------------------------------- #13 - Damaged/OnFire/Flooded units which dock to a ship are not repaired - after 30min refueling, and later redploy, they have same damage, fire, and flood - scenario attached - it is with a CUSV which is unmanned, but certainly it should be able to be repaired using the mothership's damage control crew. Flooding is never stopped, although I did see fires go out, but damage % is never reduced. ------------------------------------------------------------------------------------------------------------------- #14 Generic or MCM Gear not showing up in Components - hence, they cannot be damaged - see any attached scenario with MCM Equipped vessels - gear doesn't show up in the damage window from hitting the damage button -------------------------------------------------------------------------------------------------------------------- #15 Cannot enable MCM Equipment manually - can only enable it while on Mine Clearing Mission - note, once this is fixed, it may expose MANY more bugs with mine detonation - example, many mine sweepers have multiple types of mine detonation gear, and with this individual option one day, I will check each type of detonation gear vs mine type - generic diver should not be able to detonate a 40mm deep mine, acoustic sweeper should not be able to detonate a mag mine, etc - right now, for the most part, if you have "sweep gear", you can kill any mine, which should not be the case - see any attached scenario - #6a is the best example ------------------------------------------------------------------------------------------------------------------- #16 Vessels cannot traverse a known location minefield safely - see attached scenario - CV with a path set straight over mines (set on the US Navy side BTW, so they definitely know the location), the CV appears to take no corrective course action, in the manner an MCM ship does - an MCM ship gets a special "dotted path" which is an auto course correction to avoid mines - however, that also has problems, see issue #6e -------------------------------------------------------------------------------------------------------------------- #17 Sweep Gear (Generic Mech Sweep, Mk106, etc) Can be added in Sensors manually, however it appears in MCM Equipment Buton - MCM Equipment Button doesn't have a remove option (nor an add) - There is a remove senors button in Sensors of course, but you can't select the sweep gear in order to delete it. Therefore you need to include an "add/remove" MCM Equipment options in MCM Equipment Window - no scenario needed, jsut try this on any craft
< Message edited by Dan109 -- 6/9/2017 8:24:41 AM >
|