View Full Version : Sonar conditions and DCs
mike_espo
03-29-06, 04:51 PM
I was wondering, does SHIII model degraded sonar conditions when depth charges explode??? :hmm:
It seems that escorts pick you up regardless if they dropped a pattern of 10+ charges. They are right back on top of you.....pinging like there is no tomorrow within 30 seconds of dropping a whole pattern of DCs... :down: :huh:
In reality, sonar conditions would be messed up for a few minutes before they could pick you up again...even late war. :ping:
Also, is Sonar cone modelled in SHIII, or is it modded?
Ducimus
03-29-06, 05:16 PM
I was wondering, does SHIII model degraded sonar conditions when depth charges explode??? :hmm:
Dont think so.
Stock game, Active sonar has no min range, passive a 10 meter min range.
Passive Sonar conditions in general vary on how the weather is effecting the seas.
High winds = big waves = lower range they can hear you.
Low winds = small waves = higher range they can hear you.
Other then that, don't think theres any other major varibles other then engine RPM . Although quite a few say they can confuse escorts by running inside a convoy and get around other merchants making noise thereby masking their own position, but ive never had any luck with that.
mike_espo
03-30-06, 09:33 AM
Is the sonar "cone" modelled: Meaning if a boat is deep enough, it cannot be detected by active sonar.
I read a thread where this is modelled :yep:
Can someone verify???
thanks
Redwine
03-30-06, 10:24 AM
There is a Noise factor affecting ai sensors, but the explosion bubble curtain noise is not modelled.
The noise factor affect the DDs capabilities, in example when there are many of them looking for you into a reducing area.
I attempt to enlarge the life time of "after explosion" bubbles to make them stay during a minute or more and let them to rise to surface in example but no success. If not, we can enlarge explosion sound a lot in the time, a minute or more, may be this can affect the DDs capability due to the Noise factor.
But may be this can take hard effect on computer performance, just imagine a dozen and half of Depth Charges exploded in the past two minutes and making sound..... :hmm:
I soupose a good way to test is to replace the Depth Charges effect by a Decoy/Bold..... we may have a good improvement, but sadly i dont know how to do it.
If i can know how to do it, i sure will replace de Depth Charges after explosion effect by a Decoy, and the Debris Floating Boxes by Sergbuto Life Boats.....
About you last question, the sonar beams are not modelled as in real life, they are.... how to explain in my bad english, like some spheric sectors in all pasive and active. Not exactly beams.
Many of us have the beams angles modified..... use the Time Traveller Minitweaker for it.
:up:
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