Tony Posted April 18, 2023 Report Posted April 18, 2023 After adjusting ASROC drop distances of torps to target we looked at the distance actually dropped and the torps position immediately after drop. We observed the torpedo was always dropped directly on the sub or 0nm away and also the torps were instantly at the depth of the sub. This was regardless of level of detection or lock on the sub. This gave the sub no warning of a drop on them by ASROC and no time to react or any sensor check might be too long for a detection. I was thinking perhaps a adjustment on flight time might increase the drop distance to the sub a bit and If needed adjustment to torpedoes acquiring depth instantly on drop. Helicopter drops have to start at shallow and make their way down. I have a scenario with a player-controlled sub moving towards a ASROC armed ship at cruise speed and deep. The sub also is active to enhance detection by the ship. The sub will close to 12 nm when ASROC fires at sub. Helicopters are launched by AI on sub too but do not close in time to attack sub prior to ASROC attack. I have attached a test scenario with two saved games one second prior to ASROC launch and two save games prior to torpedo drop. I have also included both message log and GE log collected for the save games. Logs label 2 or for the torpedo drop while the other is for the ASROC launch.ASROC.zip 1 Quote
TonyE Posted May 1, 2023 Report Posted May 1, 2023 A test situation that would really help me is a ship attacking a surfaced submarine in a position where the ship can fire both SSM and ASROC-style weapons simultaneously (i.e. resulting in a single missile group containing two units, one SSM, and one ASROC). I would like to divide up the guidance logic for the various weapon types but that would first require a single weapon-type per group. This test situation would help me in crafting and testing code to launch two groups instead of the current single group for this situation. Any takers? Quote
donaldseadog Posted May 2, 2023 Report Posted May 2, 2023 I'll give it a go, but bonus points to anyone that beats me to it. Those enemy subs are slippery critters Quote
donaldseadog Posted May 2, 2023 Report Posted May 2, 2023 I've struck a problem, you don't seem to be able to fire in the one attack event ssm and asw standoff weapons. F1 attack command gives teh options of stand off asw, asw, missile and gun, but I don't think we can combine them Quote
TonyE Posted May 2, 2023 Report Posted May 2, 2023 20 minutes ago, donaldseadog said: I've struck a problem, you don't seem to be able to fire in the one attack event ssm and asw standoff weapons. F1 attack command gives teh options of stand off asw, asw, missile and gun, but I don't think we can combine them Well that is most awesome! The whole thing I was worried about was there being ANNEX_E (Standoff ASW) and ANNEX_D (Missiles) weapons in the same group, in turn requiring different guidance methods. If they can't be fired in the same group then I am free to separate out ANNEX_E weapon guidance into its own procedure. Any idea if the AI can pull off the simultaneous launch? Quote
TonyE Posted May 2, 2023 Report Posted May 2, 2023 Note to self and others: The existing missile guidance, eff100() errantly updates steering inertially guided missiles to the target location each game second as well as the 'intercept time'. effect4.c ln 6612, 6673, 7114 1 Quote
Tony Posted May 2, 2023 Author Report Posted May 2, 2023 Ran scenario with blue as AI against red sub on surface at full speed radar and sonar on at 10km. Blue ships allocate only ASROC at target no harpoons. As Don stated player can launch both but is separate engagements. 1 Quote
donaldseadog Posted May 2, 2023 Report Posted May 2, 2023 3 hours ago, Tony said: Ran scenario with blue as AI against red sub on surface at full speed radar and sonar on at 10km. Blue ships allocate only ASROC at target no harpoons. As Don stated player can launch both but is separate engagements. To be certain check it not within minimum range of ssm. PS, I wonder if there was an available gun, that's what would be my preference. Quote
donaldseadog Posted May 2, 2023 Report Posted May 2, 2023 6 hours ago, TonyE said: Note to self and others: The existing missile guidance, eff100() errantly updates steering inertially guided missiles to the target location each game second as well as the 'intercept time'. effect4.c ln 6612, 6673, 7114 And this has me wondering about the old problem of sinking ships being hammered by successive waves of ssm. Quote
TonyE Posted May 3, 2023 Report Posted May 3, 2023 HCE - 2023.008 - 2023-05-02 =========================== - Chg:33032 GE Split guidance of ANNEX_E (standoff ASW) weapons from the monolithic eff100 to a new eff100E function to make it easier to understand the state machine. Annex E weapons are by definition inertially guided so very simple navigation. This seems to have resulted in far more desirable results. Also set the resultant torpedo to start at Snorkel depth instead of target depth. (thanks TonyD) https://harpgamer.com/harpforum/topic/33032-asroc-behavior/ 1 Quote
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