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Ah thanks, that's all I needed to know. Not really woried about the hull, I'm building realistic ships right now and the radar/detection turret thingies atop the superstructure are a pretty good place to put detectoin.
These are called fire directors, and it works with pistons too.
I wouldnt say its unrealistic. Depending on the time many (Battle-) ships had one or two reconnaissance planes on board, which they could launch via a sling shoot. (Yamato as example)
Of course they didnt use them in combat, but they were still there.
I'm generally going for camera tracker/radar tracker/laser. Sometimes retroreflection. Seems to have the best stats, although I'm not sure why I've started using laser.
Interesting points. A drone or recon aircraft would make a lot of sense in a historical context, although I'd be worried that the AI would just shoot down that plane^^
That said, when I'm building ships with full superstructures, which is obviously quite excessive with the more realistic ships, I basically never lose detection. The enemy aiming at ammo and AI makes it extremly predictable, and rockets rarely hit the upper structures.
With the Baltimore class cruiser I'm using right now, they also got each two large fire directors both at the front and back super structure, so they're even less vulnerable. Not to mention each of the turrets got detectors, and then there is sonar below the ship... And I'm also going to add sonar/radar decoys, which are yet another possible detector.
Still add some detection on the main craft though, in case it does get downed.
Visual for initial detection. 90° cameras will detect allmost anything at allmost any range, and even 360° cameras work fine, against any but the smallest craft.
For missile-boats, visual detection may allready be sufficient.
Radar as general-purpose. Also, the 90° radar fits nicely into the hull, which is an advantage if going for looks. I often add a rangefinder to a turret, which also fills the same niche.
For smaller ships, I'll often leave it at that.
Laser-tracker for range-accuracy. Never without radar though, as all trackers (including radar-trackers) can be stopped by smoke.
IR-trackers for fast fliers. Too short-ranged for cold craft, but has good ping-rate.
Sonar more or less the same as radar, but it's optiona until you meet submarines.
Considering we're talking about crafts that are so extravagant that they use recon planes, the redundant detection is basically a given :D
Interesting!
Do you manually set up the detection systems, or is automatic for the individual systems enough?
And more interestingly, is it possible/viable to have multiple AIs use different detection systems? I'm already starting to use different AIs to control slow/fast guns with different target priorities, I wonder if it's useful to give them seperate detection systems.
(sorry for the mountain of questions, but I know little about the finer optimization)
Usefull, but not necessary. Helps make use of the 2 processing power all mainframes have, adds redundancy - and allows for more specific targetting for CIWS (a CIWS-controller only shoots missiles detected by its own mainframe, so if it's hooked up to one without passive sonar it'll ignore torps).