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Old 07-06-09, 10:13 AM   #7
Fleet Command CC
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Here is Chapter 3. Part 1: Credit must go to CrazyIvan for doing these tutorials.

Quote:
================ Chapter 3. Part 1. ESTABLISHM sensors. ===============

So, we have a blank torpedo, and until that empty shell of a boat - without torpedo tubes, missile containers, poles, sensors, propellers and engines.

Push the button with the image of a radar emitter and get the tab for 'Sensors Dialog'.

Total Dangerous Waters recorded 12 types of sensors, but uses only 10:

1. Radar - This included radar to search as aerial targets, and the surface. Objects related to ground-based radars are not subject to detection.
2. FC Radar (Fire Control Radar) - Apparently, the radar target for the rocket and artillery systems. What specifically is different from the radar of art.1 unclear. Probably just a side view.
3. CM (Countermeasures) - Measures to counter - ie bait, active and passive traps from submarines, as well as infrared (heat) and volume (of fused small pieces of aluminum foil) from the aircraft and surface ships.
4. ESM. - Alerter radar radiation.
5. Visual - probably refers to the presence of a facility at which the staff has their eyes.
Ie, visual inspection.
6. Jammer - ispolzuetsya.Zdes not supposed to be coupled to surface ships noisy bait, but for some reason was removed in this version - apparently do not work as needed. :-(
7. Active Intercept - Hydrophones on ships and submarines, the active recording incoming signal (bell), and bearing on it.
8. Active - active sonar (those who call)
9. Passive - passive shumopelengovaniya Stations (To search for submarines and ships for their emitted noise)
10. MAD - detectors of magnetic and electrical disturbances - (To search for submarines on their magnetic performance - the more steel in the submarine, the greater its background for the sensor)
11. IFF - a warning system, a stranger to aviation. (In this version of the game in my opinion does not work)
12. IR - infrared sensor - sensor thermal anomalies (In protivoaviatsionnyh missiles for guidance on the heat of the turbines of jet aircraft, as well as in shock (protivonazemnyh) missiles).

Also, I am going to some function of variables, and what is subject to change, but that change is not worth it. All metric data (distances), on this tab are presented in meters.
Window 'Unique Sensor Name' - name of sensor
Windows' Display Name '- name of the sensor of this window is seen in the game, and is shown in DDI (Translucent left upper window nav.karte, when showing off the truth)
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Window 'Update Interval' - Skvazhnost of the sensor - (in seconds). For example, low-frequency active sonar 45 seconds, with such an interval call surface ships.
For radars, the time for which the beam makes a complete turnover on the radar screen.
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C drop-down menu window "Sensor Class" - Indicates to what belongs to this type of sensor (as well as a list of available sensors, with the creation of a new sensor)
Box 'Counter Detect Sensor' - which informs the sensor will detect this, you just selected sensor - installed manually.
Windows Max Op Alt; Min Op Alt; - range beyond which the sensor is simply turned off (ie not working at all.)
Windows Max Det Alt; Min Det Alt; - In this range, the sensor is working - for instance if a radar gun in the window 'Max Det Alt' found 4950 meters, the plane flies at an altitude of 5000 meters, the radar will not detect the aircraft.
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More Box 'Sensor Position' - the location of the sensor on the housing unit. News for submarines - in the bow of the boat struck on the bottom of the sea, if the coordinates displayed on the 0 0 0, the bow sonar would not be damaged if the position will be exposed to, say 0 50 -3, then the sonar will be damaged.
X-axis - to move the sensor to the left - right (about the longitudinal axis of the shell unit.)
Axis Y - Move to the bow - stern.
Axis Z - Move up and down.
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Box "Accoustics Sensors". (The most important section.)

Window 'max. Speed '- Sets the speed limit in which the sensor is still capable of anything found.
I would say that this figure is more related to the modeling of flow around a water sonar - approaching the speed of the boat to this figure, increasing noise, which are expressed in the increase of background noise on the broadband sonar (elevated peaks when they are approaching the last Limits display and sound " Zub "simply become invisible).
Also from this figure depends message Acoustics, torpedo in the water. Acoustics announces torpedo in the water, if the speed of the boat does not exceed this figure.
This is not raspostranyaetsya on active sonar intercept, where the speed of detection, even limited here will still be equal to that at which the platform may be possible to move.

Window 'Nrd' - (Previously called him SNR Signal-Noise-Ratio. Why now changed the name and expand the range, it is not clear, likely to bring an acoustic model to the Harpoon, there are similar figures) - The ratio of signal to noise ratio, ie the sensitivity . The more negative the number, the cleaner (less than) the background noise on the display screen. For example: The display of active sonar is always reflected from the target label, with your active call. And it is always the same brightness. But this is the NRD, provides that 'dirt' that covers this tag, and mixed with it in color as it dissolves it in yourself, and the more this' dirt-noise 'the harder to find this label on the sonar. Unscrew it possible - thereby remove the noise that obscure the signal, it becomes visible.

Window 'SonarFreq.Min'; 'SonarFreq.Max' - Frequency response of the sensor.
Particularly significant for the active sonar - the lower the frequency slowly raspostranyayutsya, but have a better impact. Torpedoes the contrary - are in a high-frequency active sonar sensors, a more rapid return of the echo, but at the same time, such high frequencies have large damping and a very weak reflected signal.
-------------------------------------------------- -------------------------------------------------- --
Window "Detection Curves" - (The curves of detection).
Ranges of detection.

For passive and active sonar, visual sensors are always used first, the upper window of No. 1.
A large number of windows used for ESM and radar. How these changes affect the data on employment of radars and ESM, and how formulas are calculated, it is not clear.
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Box 'Reporting Accuratu / Error' - The error bug. Ranges 0 - 4. Error ranges from 10.000m to 40 km. How it works, non-knowing people are advised not to change.
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Box 'Cone Geometry' - Geometry Cone sensor.

"ConeAngleXZ" - Развертка in degrees (up-down) of the longitudinal axis of the sensor. Not sure what works.
"ConeAngleXY" - Развертка in degrees (left-right) of the longitudinal axis of the sensor. See how this affects the type of cone can be an example Sharks - change these settings in the sensor number 13 (Akula Sphere) for example, put 120 instead of 60, save the database, run the game, select the shark, and look at the broadband sonar as it will appear when you change cone of its sonar.
"ConeRotAxisZ" - the transverse axis of the sensor. Used to specify the direction of cones, the sensors, consisting of two sensors, and aimed in different directions (t.n HULL multinapravlennye sensors located in the wheelhouse of the boat)
The remaining data in the windows of the box better than me - the minimum and maximum width of the beam, it is not entirely clear, and how it affects the sensor as well.
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Box 'Trakers':

Window "No Trakers" - Number trakerov (automatically traceable contacts on BB and NB sonar)
Restricted in DLL - ie, if the Kilo said only two tracker, it will be so, despite any changes in the database unnecessarily on Demon display, only 2 channels are available, the nuclear submarines 4 channel.

'Root Tracker' - marks trakerov on the sonar screen.
For example, if the number trakerov 4 pieces, and the 'Root Tracker' is marked as' A ', respectively, then the next 3 trakera for this sensor will be B, C, D.
For labeling trackers for HULL sonar used by the letter E; F; G; H
For labeling trackers TOWED sonar used in the letter I; J; K; L

'Sierra Prefix' - what the letter will retain contact with this sensor on the tactical map.
Accordingly, for the radar "R"; for ESM 'E'; Visual 'V'; and so on.
-------------------------------------------------- -------------------------------------------------- -----
Right on the tab 'Sensors Dialog' is a box with flags, called "Sensor Attributes".

It sets some of the features for sensors:
For example the option 'Ambient Light' (ambient lighting) appropriate for the type of sensors Visual (Sight), and inappropriate for the type of sensors Passive (Under water, and so dark all the time, and time does not affect the ryschuschuyu torpedo under the water) but the parameter 'Sea State '(sea) or' Termal Layer '(thermal layer), as not suited to influence the passive sensors. Then I think everything is clear.
Generally, when creating a new sensor (cloning), in that box, change does not need anything special, otherwise get a bicycle with square wheels.
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