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-   -   Active Sonar Frequencies (https://www.subsim.com/radioroom/showthread.php?t=86328)

OKO 11-11-05 02:21 AM

Quote:

Originally Posted by Fandango
Work on trying to automate Missile Transient Warnings

And what about eliminating current TIW warnings?... :-?

May I know why you'd like to eliminate TIW warning ?

Bellman 11-11-05 03:52 AM

I would like to see a more realistic implementation if TIWs where they were only received where a torp
is 'registered' on the sonar of properly orientated platform/s.

That is to say where a torp is launched from a bearing which is baffled no TIW would be received unless
and until such bearing was covered by sensor/s.

I suspect that this would be difficult/impossible to mod. :hmm:

Fandango 11-11-05 07:14 AM

Quote:

Originally Posted by OKO
Quote:

Originally Posted by Fandango
Work on trying to automate Missile Transient Warnings

And what about eliminating current TIW warnings?... :-?

May I know why you'd like to eliminate TIW warning ?

1) As Bellman said, now you get TIW even if a torp is shot outside sonar range. This should be corrected ANYWAY...
2) If SONAR CREW ON is not activated, I would like to find out myself what's going on out there. An automatic TIW is a too big Situation Awareness HELP for somebody who wants to manage sonar stations by himself...

It's not that I want it eliminated completely...a "TIW disable" option would be enough and that would make both newbies and advanced players happy... :up:

Molon Labe 11-11-05 08:59 AM

Quote:

Originally Posted by Fandango
Quote:

Originally Posted by OKO
Quote:

Originally Posted by Fandango
Work on trying to automate Missile Transient Warnings

And what about eliminating current TIW warnings?... :-?

May I know why you'd like to eliminate TIW warning ?

1) As Bellman said, now you get TIW even if a torp is shot outside sonar range. This should be corrected ANYWAY...
2) If SONAR CREW ON is not activated, I would like to find out myself what's going on out there. An automatic TIW is a too big Situation Awareness HELP for somebody who wants to manage sonar stations by himself...

It's not that I want it eliminated completely...a "TIW disable" option would be enough and that would make both newbies and advanced players happy... :up:

I disagree. If you leave the station to do something else, those warnings are pretty important. You can't enable the autocrew, because they'll frack up your tracker assignments. I suppose that we could have multiple levels of sonar autocrew, but that's asking for a lot and I don't think we'll get it. In the meantime, just think of the TIW in the same class as the "Chief of the Boat" autocrew for mast warnings. :D

Fandango 11-11-05 09:32 AM

Quote:

Originally Posted by Molon Labe
I disagree. If you leave the station to do something else, those warnings are pretty important.

Well, TIW is not the ONLY way to see if a torpedo is dropped...when you are back to sonar, you will find out yourself. HOPEFULLY, it will take some time before the torpedo reaches you... ;)

My idea was limited to a simple TIW warning option which the player can enable or disable; so, in your case, if you think that TIW are important, just keep the TIWs warning turned on. I personally would like to have the possibility to have a COMPLETE control of the sonar without any external aid...that's it. If that's too complicated to do, then AMEN... ;)

Molon Labe 11-11-05 09:43 AM

Quote:

Originally Posted by Fandango
Quote:

Originally Posted by Molon Labe
I disagree. If you leave the station to do something else, those warnings are pretty important.

Well, TIW is not the ONLY way to see if a torpedo is dropped...when you are back to sonar, you will find out yourself. HOPEFULLY, it will take some time before the torpedo reaches you... ;)

Evasion needs to begin immediately even if launched from a distance; we also have air and rocket-dropped torps that sometimes don't give us more than a few seconds to react to.

Being able to turn on/off TIW warnings would basicly be a second level of autocrew. I think we're better of having that option than not having it...but, outside of a "standard" sub vs sub match, I don't imagine people ever turning the warning off. With multiple opponents or air threats, there's just too much for you to do without having this level of "autocrew" to help you out.

I think it would be better if the TIW was fixed so that it only occured if an unwashed, unbaffed, in-range sensor can detect it. In fact, even if we get the option to turn the warnings off, this fix won't be needed any less. Kinda like the aTMA fix that we need so badly; even if we can get rid of the problem by turning it off, we should be able to have it on without cheating. :)

Bellman 11-11-05 10:05 AM

ML wrote:
Quote:

I think it would be better if the TIW was fixed so that it only occured if an unwashed, unbaffed, in-range sensor can detect it
Exactly. :up:

Fandango 11-11-05 10:16 AM

Quote:

Originally Posted by Bellman
ML wrote:
Quote:

I think it would be better if the TIW was fixed so that it only occured if an unwashed, unbaffed, in-range sensor can detect it
Exactly. :up:

I second that!!! :rock:

But with regards to the fact that nobody would ever disable TIW, there are people who even do MANUAL TMA...isn't that even CRAZIER?!?! :lol:

Molon Labe 11-11-05 10:27 AM

Not at all. TMA is not the sort of thing that should be automated, it's a thought-intensive process requiring intuition and judgment. It's ideally done by a human. TMA is something that doesn't need to be done constantly too, you do it when you have data and update occasionally.

Scanning the sonar is much more mechanical, aside from classification there isn't too much judgment, it's just about seeing the lines and marking them. In terms of TIW, it needs to be done constantly; even leaving the station for 5 seconds without having a TIW warnings can be fatal. Not so with TMA.

Bellman 11-11-05 11:03 AM

Tacking slightly on TMA in the Demo-

Jamie wrote 26th Oct.:-
Quote:

Dangerous Waters Update Version 102 Build 3XX (English) 'The way that TMA on submarines handles ''manual solutions" is improved'
Note this was listed after the 'Speed-lock'improvement.

There has been precious little feedback on changes to the way the subs handle manual solutions.
Or has it just skipped my attention ?

Has anyone observed any differences ? Wish Jamie would elaborate. It has a different feel but I cant put my finger on it ? :hmm:

Fandango 11-11-05 12:45 PM

Quote:

Originally Posted by Molon Labe
Not at all. TMA is not the sort of thing that should be automated, it's a thought-intensive process requiring intuition and judgment. It's ideally done by a human. TMA is something that doesn't need to be done constantly too, you do it when you have data and update occasionally.

Scanning the sonar is much more mechanical, aside from classification there isn't too much judgment, it's just about seeing the lines and marking them. In terms of TIW, it needs to be done constantly; even leaving the station for 5 seconds without having a TIW warnings can be fatal. Not so with TMA.

Molon,

I still can't understand why "objectively" having a TIW warning which CAN be disabled is a bad idea... :(

I'm not talking about changing parameters of modifing doctrines...just something ADDITIONAL that will modify the game as it is now only if the player wants it...

Probably you've intentionally "stretched" it that much, but by gaming experience (little experience, I admit) I don't see anything FATAL in realizing a TIW after 5 seconds it occurs. And honestly, we've got simulations out there where you don't even know a missile is shot at you and where missile cruising times are matters of seconds. An example above all is Falcon 4 Allied Force...

The purpose of disabling TIW warnings is that of making you more concentrated on sonar which is the station you are probably using more. Again, when playing alone, you may want to keep the TIW warnings on but while playing in multistation, you may want to give the buddy looking at the sonar a higher degree of responsability...

Molon Labe 11-11-05 02:01 PM

Quote:

Originally Posted by Fandango
Quote:

Originally Posted by Molon Labe
Not at all. TMA is not the sort of thing that should be automated, it's a thought-intensive process requiring intuition and judgment. It's ideally done by a human. TMA is something that doesn't need to be done constantly too, you do it when you have data and update occasionally.

Scanning the sonar is much more mechanical, aside from classification there isn't too much judgment, it's just about seeing the lines and marking them. In terms of TIW, it needs to be done constantly; even leaving the station for 5 seconds without having a TIW warnings can be fatal. Not so with TMA.

Molon,

I still can't understand why "objectively" having a TIW warning which CAN be disabled is a bad idea... :(

I'm not talking about changing parameters of modifing doctrines...just something ADDITIONAL that will modify the game as it is now only if the player wants it...

Probably you've intentionally "stretched" it that much, but by gaming experience (little experience, I admit) I don't see anything FATAL in realizing a TIW after 5 seconds it occurs. And honestly, we've got simulations out there where you don't even know a missile is shot at you and where missile cruising times are matters of seconds. An example above all is Falcon 4 Allied Force...

The purpose of disabling TIW warnings is that of making you more concentrated on sonar which is the station you are probably using more. Again, when playing alone, you may want to keep the TIW warnings on but while playing in multistation, you may want to give the buddy looking at the sonar a higher degree of responsability...

Me neither. That's why I agreed with you that it would be nice to have. I just think fixing the way the TIW works needs to be the priority. Currently the TIW is a minor cheat, so fixing it is a high priority. An option to remove the TIW is a minor feature addition that will be used only by a small number of players in a small number of situations, so it's a low priority. What's worse is that SCS often looks for excuses not to do things (their resources are rather limited, after all), so if the TIW removal option gets done first, they might drop fixing the TIW from their "to-do" list.

You don't play against air platforms or Akulas very much, do you? 5 seconds can make the difference between getting the boat turned around in time to use your decoys properly or getting sent on a one-way trip to crush depth. It's not a stretch at all.

Fandango 11-11-05 05:10 PM

Quote:

Originally Posted by Molon Labe
I just think fixing the way the TIW works needs to be the priority.

We both agree on that... :know:

Quote:

Originally Posted by Molon Labe
You don't play against air platforms or Akulas very much, do you? 5 seconds can make the difference between getting the boat turned around in time to use your decoys properly or getting sent on a one-way trip to crush depth. It's not a stretch at all.

That makes sense... :up:

JoGary(sco) 11-12-05 03:54 PM

Yeh manual TMA is more importaint. But i would rather see the TIW fixed so it like Bellman and Malon Labe said than have option to dosable it. Both would be good but as ML said recources are limited at SCS

jlmr1988 03-25-21 02:36 PM

Quote:

Originally Posted by Fandango (Post 164987)
The PM is on its way... :-)

I could REALLY appreciate it if you could send me those active sonar frequencies aswell, if you can still find them xD

Thanks

FPSchazly 03-25-21 03:24 PM

Quote:

Originally Posted by jlmr1988 (Post 2738671)
I could REALLY appreciate it if you could send me those active sonar frequencies aswell, if you can still find them xD

Thanks

Unfortunately this thread is over 15 years old :doh:

Look in the "Manual" folder of your Dangerous Waters game directory and you'll find sonar profiles there. The stock game doesn't have much more granularity for active frequencies than "submarine," "surface ship," "sonobuoy," and the audio files that play when you get pinged are generally sufficient to tell those apart.

KungPao 03-27-21 08:59 AM

Quote:

Originally Posted by jlmr1988 (Post 2738671)
I could REALLY appreciate it if you could send me those active sonar frequencies aswell, if you can still find them xD

Thanks


Quote:

Los Angeles - 2500 Hz
Seawolf - 2800 Hz
Akula - 4000 Hz
Kilo - 5000 Hz

FFG - 7500 Hz
Other surface - 3500 Hz

MH 60 Dip - 14000 Hz

DICASS - 10000 Hz

Weapons - all torpedoes and UUVs - 22000 Hz
Can't remember where I found this. It is probably from a pdf file that discuss DW stock platform. I copy paste it on my spreadsheet. I hope this will help
:Kaleun_Salute:

snak3gam3r! 04-06-21 06:41 PM

Quote:

Originally Posted by FPSchazly (Post 2738682)
Unfortunately this thread is over 15 years old :doh:

Look in the "Manual" folder of your Dangerous Waters game directory and you'll find sonar profiles there. The stock game doesn't have much more granularity for active frequencies than "submarine," "surface ship," "sonobuoy," and the audio files that play when you get pinged are generally sufficient to tell those apart.

I know the thread is really old, but I didn’t know it was literally 15 years!!!


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