Issue with sub contacts not being engaged (Full Version)

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rsharp@advancedgamin -> Issue with sub contacts not being engaged (12/11/2009 10:25:26 PM)

Pulled from another thread. This thread concerns subsurface contacts not being engaged when they are of unknown posture and within the formation.


quote:

ORIGINAL: koelbach

Ok,

another run with 3.9.4:

I´ve driven the SSN Turbulent right into the formation and then activated sonar. Nothing happens.

Screenshot uploaded in the Support Section.

This is definitely weird behaviour, at least now the sub should be identified and attacked.

Ralf


Ralf, I tried this with 3.10 RC1 and had the following results:

Single Player from British viewpoint: Turbulent declares the Udaloy D030 hostile as it detects a weapon fired.

Editor From either viewpoint: Turbulent is instantly fired upon after pressing start. Again from the Udaloy tag D030.

Let me know of any other situations to try. This one involved a transit mission.

Thanks,




rsharp@advancedgamin -> RE: Issue with sub contacts not being engaged (12/12/2009 12:50:29 AM)

I used the single player game engine and the editor (Harpoon3Editor.exe). I gave both viewpoints.

Thanks,




navwarcol -> RE: Issue with sub contacts not being engaged (12/12/2009 4:26:08 PM)

I also ran a sub scenario in 3.10, twice yesterday, myself in an imp. LA..another older LA on my wing, transiting through patrol areas held by several surface ships sequentially (Luda 2, Spruance) and 3 other areas held by enemy subs (vic 3, sierra, akula). My own vessel twice went above creep..once in the Luda 2 patrols zone and once in the victor 3 patrol zone. The Victor 3 fired, the Luda did not (when I sped up, there was already several torpedos in the water , from myself and from my wing) The entire rest of the transit was creeping for myself, and for my wing. The Akula took out my wing at the end. The Spruance came close to taking both of us out (at creep speed) The Sierra never detected us apparently, and we never detected it.
All in all, yes, at creep speed in deep water at least, we were detected and engaged several times.




rsharp@advancedgamin -> RE: Issue with sub contacts not being engaged (12/14/2009 8:04:52 AM)

quote:

ORIGINAL: koelbach

Russell,

this is strange since I made several test runs which confirmed my results and thus the IMO suboptimal ANW behaviour.

You did not....

...speed up above creep speed?
...activate your sonar?
...fire a torp?

Any of these leads to an attack, but avoiding all of them gives you a stealth sub in 3.10 RC1 IMO.


Using your save I did the following steps for the single player and editor builds.

1. Load save.
2. Press Start/Resume Game.
3. Watched the sub get shot at immediately but not necessarily hit.

Thanks,

-edit- I'll take another look at this later.




navwarcol -> RE: Issue with sub contacts not being engaged (12/15/2009 6:43:44 AM)

No..as far as anyone is saying, the AO will only go creep speed.. Mine went over creep 2 times during the run through, once just for fun (Ok, wanted to see what the ol' engine had in her) and once to evade another submarine. The other LA class riding shotgun with me, I had no control over, but most times I couldnt get a localized contact on it even, so it was running silent, yet was attacked and sunk.




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