Luidzi -> [FIXED v1.07] Decoy priority error (12/30/2014 10:25:13 AM)
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I've found a possible error in the usage of defensive countermeasures. There are Seawolf and Typhoon in the scenario included. Seawolf is stock, Typhoon has added decoy mounts from Seawolf (I needed a sub that could withstand one hit, Seawolf sunk too easily and I couldn't check magazine inventory after that). If you attack the submarine with torpedo, you will see following behavior: 1) ALL decoy launchers use one decoy (totals 7 for Seawolf and 9 for Typhoon - for some reason it will not launch MG-74), but the combat log mentions only one calculation. That is probably to prevent "almost invulnerability" for units with large amount of launchers, what bothers me is below. 2) The decoy that is (according to combat log) trying to seduce incoming torpedo is not the best for the situation. In the Seawolf case the calculated one is ADC Mk2 Mod 0, that has Pk 20% against APR-1. If you remove them from launcher and magazine, the next one calculated will be ADC Mk2 Mod 3, which has Pk 35%. This is the same for Typhoon, when the first one calculated will be Generic Acoustic decoy, while there are better decoys launched. As a result the attacked unit has less-than-ideal chance of successful defense. The calculated decoy is the same one in multiple simulations, so its selection is not randomly decided. I believe that in this case of multiple launch of decoys of different quality the simulator should separately check their Pk and calculate with the one that has the best chance of seducing the weapon. Other possibilities I can think of at this time are launching only one decoy - with the best Pk, or random selection from all that are launched.
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