Archive | _naval

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S.C.S. Dangerous Waters Page 2

Back To Page 1   Sonalysts adds a few more goodies with each iteration of the 688(I) series. There appears to be a real “if it ain’t broke, don’t fix it” philosophy that adds on to existing, working software new features. Unlike other developers, they add and build on proven product, which is a business software development […]

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S.C.S. Dangerous Waters

by Cat God bless Jamie Carlson and Sonalysts. Now is the winter of discontent for naval simulations modeling current-day conflict, and these guys are about the only ray of sunshine I know of. Since the repeated demise of Harpoon 4, the surface navy in particular has been under-represented, and the bulk of other efforts center on World […]

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Enigma: Rising Tide

Single Player Review reprinted courtesy of Subsim Review   Enigma lives! Tesseraction has released a single player offline version of their upcoming massively multiplayer naval game and it lives up to its potential and then some. Playing Enigma offline gives you a chance to see what this game is all about and train for the upcoming […]

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SCS – “Dangerous Waters” Page 4

Back To Page 3   Q. How will you address the multi-player lag found in other Naval Combat games when too many missiles and/or torpedoes are active? A. This was an issue inherent to the architecture of Sub Command and has been addressed for SCS-DW. It is currently being tested as the new multi-player engine is under […]

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SCS – “Dangerous Waters” Page 3

Back To Page 2 Q. How will we play the air assets? A. The MH-60 and P-3 are independent entities. Of course, all platforms are working together and share data over the Link (so in that sense, they are always working together) but the player has total control over the two aircraft in SCS-DW. The MH-60 always […]

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SCS – “Dangerous Waters” Page 2

Back To Page 1 Q. How well will “brown water navies” be represented in Dangerous Waters? A. Littoral water operations are that much more dangerous with the inclusion of our first diesel submarine, the Kilo. The AI will utilize the same tactics as player controlled diesel captains, so when running on batteries most diesel subs will be […]

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SCS – “Dangerous Waters”

Introduction We asked Jamie Carlson, the Associate Producer and Game Designer for SCS – “Dangerous Waters” our readers questions about the much anticipated new Naval Combat sim. First, some background on Jamie. He’s been with Sonalysts Combat Simulations (SCS) since 1997. Besides the Producer and Designer responsibilities, he is also responsible for the SCS-DW web site and other sundry […]

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Straight Running Torpedo Attacks Page 10

Back To Page 9   Conclusion In this article we have discussed torpedo advantages and disadvantages, the concept of the TDZ, the aiming problem and the optimum firing position for a straight running torpedo attack. All of the concepts discussed apply, regardless if the launch platform is a destroyer, a PT boat, a submarine, etc. […]

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Straight Running Torpedo Attacks Page 9

Back To Page 8   Figure 5 – The torpedo director as seen in the torpedo training scenario. Don’t be fooled by the 100% Solution Indicator — we are way out of range (here 17,412 yards) for our Mk 15 Torpedoes. The Run Time is 21 minutes, 4 minutes more than a Mk 15 will […]

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Straight Running Torpedo Attacks Page 8

Back To Page 7   At the top center of the director is a “Solution” indicator, marked from 0 to 100%. The manual doesn’t define what this means, but from what I can tell it only tells if the director has solved for SA. It does not check to see if the torpedo is in […]

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Straight Running Torpedo Attacks Page 7

Back To Page 6   Figure 4 – Example of a relative motion problem. The target ship is on a course of 000° T at 25 knots. Our ship is on his starboard beam at a range of 10,000 yards and has a maximum speed of 35 knots. To reach a position 30° forward of the target’s […]

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