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I know it's in, but I'm curious if this is a clue about bottom bounce and how it is programmed in.
But then, can you get echos without targets? How much is it modelled? Bottomed subs near certain bottom features are more, or less likely to give false returns, then? The goal is to think of ways for subs under active persecution to create some confusion, or for surface ships to avoid it. If you can't mark the other returns, it's not really a big deal. Btw, it has always seemed that faster subs are more easily detectable on active in these games. Is that true in DW, too? Is there some good reason for the magnitude of the affect (in reality)? |
Faster subs are indeed more detectable on active sonar by a signficant degree. No one that I know has a good explanation for this, at least not one they are willing to share. :88)
So I'm not really sure about its presence in DW. Sound does do some very strange things some times, the paths of sound are rarely straight from one object to another because sound bends in water depending on the SSP. In that situation, its entirely possible that you were only getting direct line noise from the submarine, and the majority of its sound was hitting the ocean bottom underneth you and bouncing away. |
A pity the knuckle isn't modelled when you do a tight high speed turn.
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That's a definate possibility, but I am not convinced with my lay knowledge that such a doppler shift given the relatively low speed of submarines verses the speed of sound in water would really matter at the level we are talking about.
Although sonar processors are remarkably sensitive devices. :hmm: |
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Well, that's a bit easier to test in DW. Have the sub running perpendicular at a run and at a trot :)
I'm not clear with how interpreting doppler shifts would help. You pick up ANYTHING near 20,000Hz and that's your baby. While your giving me your hypothesis, also tell me whether two active emitters could confuse each other (as each emitter hears the other at the frequency)? Thinking more about it, active sonar must be simplified incredibly in DW. |
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It is probably simplified, but the best guess I could come up with is that they are trying to simulate Doppler. As for the possibility of interference, I see no reason why not in real life. However, it could probably be electronically supressed - I understand something similar happens with radar, and modern sets are supposed to squelch this kind of thing. |
The WLR-9 Active Sonar Intercept is close to DW's Active Intercept.
EDIT: DW's Active Intercept is close to the WLR-9 Active Sonar Intercept in the fleet. :know: :yep: |
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Not that I mind it being generated - the blips are so hard to see on the Akula sonar that I basicaly click at random in a general area on the screen... |
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I guess I missed that debate. I'd say the gameplay changes are quite positive and of course, it must be more realistic.
Maybe it's a programming challenge -- updating the contact to correspond with the finds of subsequent active pings would be impossible without more or less programming the same logic they might use on the real deal. |
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