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Surface tutorials - 11/30/2020 12:06:12 PM   
1nutworld


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Joined: 4/13/2014
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Hey everyone.

just installed the latest upgrade to v1.02 build 1147.14

and started playing the new surface tutorials.. just to see if there were more things I could learn to make myself more Surface Warfare pin qualified.

One of the things I noticed, playing tutorial 1.4 is the use of Sprint/Drift, and while I'd attempted to use it playing other scenarios, I'd never actually noticed it action, due to my attention being drawn elsewhere in whatever particular scenario I was playing.

Anyway, I'm wondering if there is a way to change the default setting of 4nm "drift" to a different value, since I am just now paying attention to this feature, maybe the experts have decided that is the best drift length? but seems to me to "drift" for 4 nm at 5 kts takes up almost an hour of "sim time". Which while not long in the usual grand scheme, I wonder if having the ability to change it from 4 mn to say 2 nm, would be of value. Obviously going to a value of > 1 nm would probably defeat the purpose, I do wonder if having the ability to set from say 4 to 2 nm drift would help isolate subs in that situation.


What are your thoughts?

_____________________________

USS Dwight D. Eisenhower (CVN-69) 1990-1994.
Post #: 1
RE: Surface tutorials - 11/30/2020 3:08:48 PM   
thewood1

 

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The first thing that pops into my mind is using the ASW assets separate from the main body and build a path that matches the main body path. then have 2nm (or whatever) waypoint segments that alternate creep and cruise. Just shorten or lengthen the distance between waypoints. If you want it to have a little patrol zone that it moves around in, set a small zone up with reference RPs to the main body. In fact, I almost never use the formation editor. I build all my formations with RPs for the flexibility it gives me in positioning, speed, ROEs, and sensors management.

I look at the defaults in most of the missions and settings as generic best practices and there are probably half a dozen different ways to go at any CMO action.

(in reply to 1nutworld)
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RE: Surface tutorials - 11/30/2020 4:05:39 PM   
1nutworld


Posts: 349
Joined: 4/13/2014
Status: offline

quote:

ORIGINAL: thewood1

The first thing that pops into my mind is using the ASW assets separate from the main body and build a path that matches the main body path. then have 2nm (or whatever) waypoint segments that alternate creep and cruise. Just shorten or lengthen the distance between waypoints. If you want it to have a little patrol zone that it moves around in, set a small zone up with reference RPs to the main body. In fact, I almost never use the formation editor. I build all my formations with RPs for the flexibility it gives me in positioning, speed, ROEs, and sensors management.

I look at the defaults in most of the missions and settings as generic best practices and there are probably half a dozen different ways to go at any CMO action.



I'm curious how you use the RP's to set those..certainly an option I hadn't thought of using.

_____________________________

USS Dwight D. Eisenhower (CVN-69) 1990-1994.

(in reply to thewood1)
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RE: Surface tutorials - 11/30/2020 4:11:17 PM   
thewood1

 

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Joined: 11/27/2005
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Just look at where you want any part of the formation to be on station. I set an RP there. If its an ASW patrol, I create small box. If you want the sprint drift capability to have shorter cycles, make the box smaller. You can also do it with loops. You are basically creating an ASW escort mission using ASW missions in that box. Just make sure you set the RPs as relative or absolute bearing with a reference to your HVU or a group.

(in reply to 1nutworld)
Post #: 4
RE: Surface tutorials - 11/30/2020 4:30:36 PM   
thewood1

 

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Joined: 11/27/2005
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One thing to always also consider is the speed of your HVU and the ASW asset. If the HVU unit is moving at high speed, the patrol box will keep advancing. If you have sprint and drift active and you have a very small patrol box, you'll see your asset drop out of the box periodically and have to constantly sprint to get back in. So it takes a little experience and testing to get the feel for it. Thats really only a big issue if the ASW patrol is close in to the HVU and the HVU is moving at anything higher than cruise. In more advanced groups, I mostly use helicopters for up close ASW patrols. The speed differential is so high as to not matter.

Having played a number of scenarios using this approach, I have found ASW ship missions guarding a carrier are better off using a matching path and waypoints and not mission boxes.

(in reply to thewood1)
Post #: 5
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