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Old 07-06-09, 10:15 AM   #8
Fleet Command CC
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Join Date: Sep 2008
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Here is Chapter 3. Part 2: Credit must go to CrazyIvan for doing these tutorials.

Quote:
================ Chapter 3. Part 2.SOZDANIE sensors. ===============

Now that we have some idea of the contents of the dialog menu, you can begin to create sensors for our boats.

Determined by the composition of the sensors, this is a basic set for the submarine:
1. Active transmitter. (News for controlled units, or for surface ships. AI submarines, banned for this opportunity, they never call their active sonar), in spite of this, we still set it to Juliet - suddenly be able to continue to make it manageable -- ). Located at the bow of the boat.
2. Active Receiver signal (Active Intercept) is also located in the bow of the boat.
3. LF Passive Sonar (Low Frequency Pass Son) - Passive shumopelengator (sonar), which works at low frequencies, 50-500 Hz, or located in the front nose fairing boat (To Juliet), or attached to the boat towed behind a boat on sonar cable.
4. ESM - Detector radar exposure. Located at the advanced telescopic mast
5. Visual - Visual Vision (News for AI units for submarines operating at depth and periskopnoy surfaced)
6. Radar - Located at the advanced telescopic mast.
About radar, there are some variations - in a controlled unit can be only one radar station, Juliet also has two radar - the first is the navigation, also known as search radar surface targets, and second - a radar target, which is located at the front of the wheelhouse, the curtains open, and having the form of a parabolic antenna, measuring about 10 sq. m.
I think that we are interested in a second type of radar for use in controlled boat, as it is used directly in combat, and navigation radar would only give us the location of the enemy without an adequate benefit to us. His (Nav.radar), we also do, but it will only work on the AI Juliet, a radar target, we continue to attach to the mast, so that we can take them in the game.
7. MF Passive Sonar - Passive shumopelengator working in a mid-range (100-600 Hz in the game, served mainly for classification purposes)
8. HF Passive Sonar - Passive shumopelengator working in a high range (800-2000 Hz in the game, served mainly to track torpedoes).

For controlled underwater units also need to create additional sensors - PeriESM - ESM sensor is arranged in the form of lamps at periscope and sensor SailESM - where I do not know, but I know that need. (Look for them using search, and the clones on the need for new )

Started to clone these sensors. The principles, the same as when creating the object:
With the help of search you want us to find the sensor, let the front spherical sonar Sharks, (Akula Sphere) memorize his number 0013, then dissolve the list of rows in the expanded view, select the 0013 sensor, click the button 'New Sensor'.
In the 'Unique Sensor Name "write - Juliett Sphere.
In the 'Display Name "records - LF Pass Sonar (This text will be displayed on the screen at DDI Nav.karte - ie background инфа found to contact you, what sensors it is found, the time tracking of the contact, the approximate distance i.t . d)
So, read, in accordance with the above list drawn up by the sensors, to create a full composition.

For a torpedo, you need to create 2 sensors - active and passive.
In general, the AI for the torpedo, the second passive sensor neaktualen unnecessarily torpedoes AI has always used active sensors.
How to attach sensors to the units and the mast, will be treated in a separate chapter.

Above I gave an explanation for the data held in different windows of the dialog menus in accordance with that make the changes your new sensors.

Generally, modification of the sensors, and in accordance with the changing balance of game play that is a rather difficult subject - in this chapter shall not be considered.
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