RobotCriminal -> [FIXED B696] Air launched torpedo OODA loop problem. (4/22/2015 5:53:35 PM)
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Ok, so I spent some time trying to figure out why it seemed like my patrol aircraft seemed to have some trouble engaging subsurface contacts (they tend to overfly it a whole bunch and take a very long time to engage even with a precise location) and I think I have figured out the issues. The first one is pretty simple in that the aircraft seem to want to pop up above the 1000ft max alt for an air dropped torp when they are circling around to re-engage, but this is pretty simple to take care of by setting a 1000ft or lower manual alt (would be nice if they were a bit more inclined to do this themselves but nbd). The second seems to be the way that their OODA loop is being calculated. Looking at the P-3C for an example, it has a 24 second OODA at regular proficiency. However, by continuously trying to order a manual engagement what seems to be happening is this: 1. On the way inbound to the attack (engaged offensive), at anything greater then 0.4nm the standard "ASW torpedo must be dropped within XXnm" message is received. 2. Once the aircraft is right over the contact, only THEN does the message switch to "Weapon cannot engage this target for another 24 sec (OODA loop limitation)" 3. Aircraft overshoots its target and tries to circle around for a while (often popping over 1k feet if not set) trying to re-engage. Hopefully this makes sense, I think the issue is that instead of starting the loop at first detection (or when the attack run is started) it is waiting until it is within the point blank weapon range? Not really sure how this works "under the hood" but figured I would bring it up. As it is the best way to get a first pass hit is to micro manage it and do a BOL from about .5nm, but you need to be really paying attention. I didn't attach a scenario since this seems so far to be the same for pretty much all MPA torpedo attacks that I have looked at, but I can throw one together if needed I guess.
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