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-   -   Counter detection. (https://www.subsim.com/radioroom/showthread.php?t=231938)

Polak2 06-19-17 05:35 AM

Counter detection.
 
Perhaps silly question, but what is the meaning of "we have been counter detected" in that 1st 688 mission? That is also one of the tasks of the mission.

Pirate 06-19-17 05:39 AM

It's because you have been detected, discovered...

Polak2 06-19-17 07:26 AM

Quote:

It's because you have been detected, discovered...
....and that would be one of the tasks of the mission?

Nippelspanner 06-19-17 07:48 AM

Quote:

Originally Posted by Polak2 (Post 2492768)
....and that would be one of the tasks of the mission?

No. To stay undetected is, logically.

FPSchazly 06-19-17 08:04 AM

I believe it affects some of the following missions as to whether or not you were detected.

Polak2 06-19-17 11:43 AM

There are 4 mission goals in this assignment, following by the status of its accomplishments som 2 hrs into the mission:
critical
arrive at finish line:incomplete
go to PD:complete
non-critical
counter-detect:complete
out of Training Area: incomplete

Counter detect mission status changed to complete as soon as i have received message "you have been counter-detected"

so, are you saying that to accomplish this mission fully and successfully that 1st non-critical goal of counter detection should be always remaining as incomplete to the end?

Nippelspanner 06-19-17 11:52 AM

Correct.
I know it is very misleading, but that's how Jane's and later Sonalysts did it, always.
Never liked it either.

The non-criticals are often (mis-)used as a "status" check so to speak.

Polak2 06-19-17 12:12 PM

Thank you for this clarification. Yes, i also think that this particularly task was little "foggy" .

Anyways, thanks to going through this mission with some attention to detail, I have noticed and now realise that sonar ping from one of the patrolling Spruances has suddenly changed its sound from longer ping to much shorter with some sort of reverb (bounce) on the end. That possibly was the moment they nailed me as it reminded me sound of the torpedo sonar ping just before impact from some other missions played in the past.

DW has some rough edges, but also it is very deep (no obvious pun intended), complex and involving simulation. Just those decade old and by today's standard "outdated" graphics.....

Nippelspanner 06-19-17 12:23 PM

Dangerous Waters can be very deep and demanding, absolutely, especially if one wants to master sonar, TMA and most importantly: Situational awareness.

Are you playing vanilla, or with the Reinforce Alert mod?

In case of RA, be aware that vanilla missions - like the campaigns - are basically broken due to drastic sensor-range changes and other things.
However, the vanilla campaign is silly and boring anyways, in this department the game fails heavily, in my opinion.

Regarding the pings, you observed that right.
The pings will, depending on the source, always sound exactly the same, so you can quickly learn to differentiate them. Torpedo-pings are higher pitched and shorter, surface vessel pings are the loooong ones that will annoy you heavily sooner or later and submarine pings you'll hardly ever hear for obvious reasons, but it can happen and sounds also very different.

FPSchazly 06-19-17 11:06 PM

Quote:

Originally Posted by Nippelspanner (Post 2492858)
Dangerous Waters can be very deep and demanding, absolutely, especially if one wants to master sonar, TMA and most importantly: Situational awareness.

Are you playing vanilla, or with the Reinforce Alert mod?

In case of RA, be aware that vanilla missions - like the campaigns - are basically broken due to drastic sensor-range changes and other things.
However, the vanilla campaign is silly and boring anyways, in this department the game fails heavily, in my opinion.

Regarding the pings, you observed that right.
The pings will, depending on the source, always sound exactly the same, so you can quickly learn to differentiate them. Torpedo-pings are higher pitched and shorter, surface vessel pings are the loooong ones that will annoy you heavily sooner or later and submarine pings you'll hardly ever hear for obvious reasons, but it can happen and sounds also very different.

Submarine pings in RA always get my heart racing because something is usually seconds away from going down haha and they have such a drastically different noise from the other pings.

Nippelspanner 06-20-17 05:35 AM

Quote:

Originally Posted by FPSchazly (Post 2493027)
Submarine pings in RA always get my heart racing because something is usually seconds away from going down haha and they have such a drastically different noise from the other pings.

Same here Chazly. First time I heard it I panicked, but since I'm no scrub/n00b like you, I managed to survive and sink the enemy.

 
:O:


Be more aggressive!


FPSchazly 06-20-17 08:17 AM

Quote:

Originally Posted by Nippelspanner (Post 2493075)
Same here Chazly. First time I heard it I panicked, but since I'm no scrub/n00b like you, I managed to survive and sink the enemy.

 
:O:


Be more aggressive!


Ouch. Shots fired lol

Wildcat 06-27-17 07:19 AM

Sub pings sure do get your heart rate up, especially if you weren't expecting them.

I'm trying to find a way to make different ping sounds emit from each active sonar array but it seems this aspect is hard coded into the sound engine.

In the meantime though, you can check the active intercept frequency to look up the vessel that just pinged you, sort of like the ESM station's identification mechanism.

Polak2 06-27-17 09:59 AM

Quote:

In the meantime though, you can check the active intercept frequency to look up the vessel that just pinged you, sort of like the ESM station's identification mechanism.
Where can I find active intercept frequency data?

FPSchazly 06-27-17 10:04 AM

Quote:

Originally Posted by Polak2 (Post 2495402)
Where can I find active intercept frequency data?

The included frequency sheets (Stock, LwAmi, and RA) all have this data. RA has active intercept data that's more specific than just "torpedo, surface ship, submarine".


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