Kinematic range for torpedoes (Full Version)

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snowburn -> Kinematic range for torpedoes (12/10/2014 9:25:15 PM)

[img]http://www.warfaresims.com/WarSimsWP/wp-content/uploads/2014/11/AirOps_003a.jpg[/img]

'Kinematic range for torpedoes' what does this option means? i have read both articles but cant find any reference to that.

thanks [:)]




ExNusquam -> RE: Kinematic range for torpedoes (12/10/2014 9:31:29 PM)

Torpedoes are currently limited to launch at a range where they have a reasonable chance of actually hitting their target, although most torpedoes can run for significantly further. This has been raised as an issue by some because in rare cases the max range is limiting.

As per Baloogan's listing of the lua API, the options will be "No" "Manual Fire Only" and "Automatic and Manual Fire".




hellfish6 -> RE: Kinematic range for torpedoes (12/10/2014 9:33:37 PM)

Though most torpedoes actually have quite a long range (the US Mk48, for example, has a 23 mile/38km range), the game generally limits them to about half(?) that distance (I think because engagements beyond 10 miles are unrealistic - a sub can't remote target something seen by another friendly at 20 miles and its own sensors generally can't provide a good enough targeting solution past a certain range). I suspect this lifts that range restriction, and allows torpedoes to be used to their full range.




snowburn -> RE: Kinematic range for torpedoes (12/10/2014 9:46:10 PM)

Thanks!!! i thought it was something like this.




Dimitris -> RE: Kinematic range for torpedoes (12/11/2014 5:24:26 AM)

Thanks for the heads up, forgot to mention this. Added to the article:
quote:


* Torpedoes can now be fired to their maximum kinematic range instead of 8nm. So if you really want to e.g. fire a Mk48 out to a target 25nm away because Jane's says that's the max range, now you can. (Just don't blame anyone if the target easily outruns it or if the firing solution at that range is so poor that the torp misses outright). The firing behavior is configurable as a doctrine setting (so it can be applied to side-, mission-, group- or unit-level), and can be set to apply only for manual (i.e. player-initiated) shots only (so the AI remains conservative), both manual and AI shots, or none.




JPFisher55 -> RE: Kinematic range for torpedoes (12/11/2014 4:44:34 PM)

IMO, the ranges for subs firing torpedos is fine in the present game. OTOH, the .2nm for ASW aircraft to fire torpedos is too small. IMO, it should be about .5nm.




Luidzi -> RE: Kinematic range for torpedoes (12/12/2014 11:22:01 AM)

Older lightweight torpedoes have very insensitive seeker that may not find target at 0,5nm. Newer torpedoes could be launched from longer range, then you have to implement some sort of algorithm that changes launch distance based on different loadout. Current programming doesn't distinguish between them. IMO it is better to simply let the computer launch at shorter distance.




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