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In terms of the sonar performance... I'm quite surprised by this. I tuned it so that it would never detect a contact before the sphere arrays...
In terms of the sensor coverage, I left it the way it was, I assumed this would be discussed. The sensor performance you describe is a big surprise and is unlike anything I've seen. |
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The mission I run, was simply Capitallists vs communists - there is Rubis at 7kts (non cav) which was detected by UUV right out of the tube from 20nm... edit: I changed UUV sensor freq range to 1100-1200Hz and in the same mission it didn't detect anything (but me), and there were two cavitating Akulas and Type-206 10nm from me. Now reverting to 0-1200Hz... Cavitating Type-206 detected from 28nm, Rubis 7kts from 15nm, many other contacts, just after leaving tube. Yeah I know should test same scenario, but from above seems that what is set in frequency limits is making difference in UUV performance. Now changing to 1200-12000 range... OK, I have setup with some close targets, Rubis 7kts at 10nm. Launching UUV... didn't detect it. It even didn't detect a close freighter from 6nm !!! LW, db freq range definitely works for UUV sensor for me. At least this is what I can conclude from above. Two times nothing detected with high freq limit (1100-1200 and 1200-12000), lots of targets, even far away, detected with stock 0-1200 freq limit. P.S. Cross layer trawler not detected at 5nm, detected at 3.6nm, 1200-12000Hz freq limit. At what range is 8kts trawler detected by 0-2000Hz UUV sensor ? Freighters were even at 10-15nm if not longer... P.S. Now, when I believe that frequency range is in fact working, I'll try to use DWAnalyzer to give some results for comparison. As long as there is no layers involved, DWAnalyzer sonar model is still very good. Sea state 1, convergence (but above layer, target and sensor both at 60m/200ft, rock bottom, DWAnalyzer results, all tests on LwAmi302 database Playtest One UUV, +7 sensivity, 0-1200Hz freq range Akula II 10kts 180 meters Akula II 5kts 12m Kilo Imp 5kts 9m Kilo Imp 0kts 5m Rubis 7kts 300m (very strange, maybe mine was CZ contact ?? anyway it is detected by UUV from 10-15nm in every my test in CvC scenario) Han 5kts 6500m Han 10kts 12130m Trawler 5kts 6700m Cargo Ship 10kts 24000m Cargo Ship cav 33000m Supertanker 15kts 29000m Car Carrier cav (most noisy sound in db) 43000m so loud targets are detected from far ranges Now +7, 1200-12000Hz sensor: Akula II 10kts 10m Akula II 5kts 4.8m Kilo Imp 5kts 3.7m Kilo Imp 0kts 2m Rubis 7kts 213m Han 5kts 1922m Han 10kts 4630m Trawler 5kts 2333m Cargo Ship 10kts 10133m Cargo Ship cav 16300m Supertanker 15kts 12133m Car Carrier cav (most noisy sound in db) 21850m Now +7, 3000-12000Hz sensor: Akula II 10kts 9.6m Kilo Imp 5kts 3.9m Rubis 7kts 212m Han 5kts 1922m Han 10kts 4024m Trawler 5kts 2012m Supertanker 15kts 12074m Car Carrier cavitating 19230m Now for comparison -3 (!!!), 3000-12000Hz sensor: Akula II 10kts 250m Kilo Imp 5kts 200m Rubis 7kts 1920m Han 5kts 6700m Han 10kts 9400m Trawler 5kts 7300m Supertanker 15kts 18100m Car Carrier cavitating 25500m results for stock db -3, 0-1200Hz UUV seeker - later P.S. Hm, found something really interesting. I couldn't further decrease detection ranges by increasing freq limit over 3000Hz, even for 20000Hz ranges were the same. So I checked how frequency absorbtion values (visible in DWAnalyser) are looking for different frequencies. And I'm little disappointed.... Seems there is no frequency absorbtion function, only four discrete bands with fixed freq absorbtion coefficient value for each... Results of freq. absorbtion for passive sonar at 50000m: Hz 50km 1m (min value) 0 38 4 20 38 4 40 38 4 49 38 4 50 38 6 59 38 6 60 55 6 80 55 6 100 55 6 300 55 6 500 55 6 800 55 6 900 55 6 909 55 6 910 71 8 1000 71 8 1200 71 8 1300 71 8 1400 71 8 1477 71 8 1478 81 8 1480 81 8 1500 81 8 2000 81 8 3000 81 8 5000 81 8 8000 81 8 12000 81 8 20000 81 8 edit: I wonder if this changes with depth or conditions... maybe another time... no, checked this - at least in DWAnalyser water depth doesn't change frequency absorbtion value. So that's why in very shallow water we can get better propagation than on deep water !!!! (narrow sound channel, yes, but I believe in RL multiple bottom bounces should weaken and disperse the sound quickly, and the very low frequency sound waves maybe can't propagate at all when the sound channel is smaller than sound wave length ??). So that would be next thing to ask Sonalysts for - after discussing it with our experts here - to make frequency absorbtion value depending also on water depth and bottom type. As can be seen, there are only 4 different values for whole range 0-20000Hz... Freq bands would look something like that: 0 - 59Hz 1 or 1.52dB/km 60 - 909Hz 1.45 or 2.2dB/km 910 - 1477Hz 1.87 or 2.84dB/km 1478 - 20000Hz 2.13 or 3.24dB/km little strange... comparing this to this graph: http://www.fas.org/man/dod-101/navy/...P/IMG00005.GIF on the graph in 1000-10000Hz range, freq absorbtion changes 100x !! At 10kHz it's one dB for 1000m, at 1kHz it's only one dB for 100.000m. Is that graph good ? And we have... one freq. absorbtion value for this band !!! Any thoughts ?? According to the graph, between 100Hz and 1kHz real frequency absorbtion in water increases about 100 times. 100 times (in dB already - because coefficient value is in dB/m). In DW seems that between 100Hz and 1kHz there is difference of only about 1.44-1.87 times... :o What's up ? In original DB there are values 100, 300 and 800Hz used. From data above it would seem that 100 and 800Hz are valid but 300Hz would not make any difference as it comes into same band as 800Hz... This has to be checked in gameplay tests - is there is ANY difference between 300 and 800Hz sensor...? BTW the minimum possible (at 1-100m distance) frequency absorbtion values are greater than zero (-4 at 0Hz to -8 above 1000Hz) and this value has only 3 freq bands... How there can be frequency absorbtion loss of 4 to 8 game dBs (8 to 16 real life dBs) at 1 meter distance ??? All this is little complicated, I'm far from understanding fully how this works in DW :-/. So in fact there are only 4 sonar "performance" bands, depending on sonar min frequency value. Anything higher than 1500Hz doesn't make any difference. I would suggest to set UUV sensor min. frequency to 1500Hz to get the last, higher frequency absorbtion. P.S. While searching for frequency absorbtion graphs on the web, i've found this: http://www.npmoc.navy.mil/KBay/oceano.htm Absolutely fantastic site with lot's of sound propagation examples and info !! |
Huh?
I tested the sh*t out of this... |
Let me say for the record that this whole UUV business if beginning to thoroughly p*ss me off.
Just one frustration to the next... I tested the UUV at 1200-2000 and no change what so ever. I tested the UUV from 1800-2000 and I get something difference. Just like there is a fairly predictable sensitivity curve up to 7, and then after 7, it just drops way the heck off. There is no good predictable way for this behavior to be calibrated with the other sensors... a player sensor with sensitivity 1800-2000 and 7 would be basically useless. I'm just going to have to do this all from the seat of my pants and test it with every kind of contact. Every time this is run, its giving someone a different result from the next person, based on some minutae BS. Obviously, if I thought it would do anything, I would have changed the frequencies sensivities. So everyone just ignore the UUV sensor for now. When I'm not really frustrated by this whole thing, I'll work on it again. :nope: |
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Well UUV sensor is in fact AI sensor (no display, detections handled by AI) so can't be compared directly to human player sensor specs... I see dramatic difference in performance between 0-2000 and 1200-12000 or 3000-12000 sensor. To be sure, I'll try tomorrow to make a test mission (instead of taking CvC one) and get clear results (det ranges for both) and then send you the mission for you to check if you get the same results as me. My new specs for UUV passive will be 1500-12000Hz (however I think 1500-2000Hz sensor would work exactly the same...) Such sensor would be impossible for human player platform, as there is not many discrete lines above 1500Hz, so in most cases there would be nothing on NB display to identify :-). Only BB would show trace... But for AI seems to be no problem - even 3000Hz up sonar works without problems, detects targets even though there is no discrete lines above 2000Hz in the game, highest are around 1800Hz. |
Really, I never even thought about that! :o
That's great news! :D Thanks Amizaur. Cheers, David |
BTW, you have the 1.03 Analyzer version? :doh: :o :up:
May I have that please? :) Cheers, David |
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The rock bottom limited environment may transmit signals better than the top level of a surface duct, but the mud and sand bottoms create a very bad acoustic environment, especially in shallow water. Am I understanding your analysis correctly? |
Amizaur, the frequency ranges for the UUV aren't doing anything on my computer. :-?
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The good news is that it really doesn't have to matter... as long as I can set the NRD the way it needs to be, the actual detection ranges will be the same, since DW isn't using a multichannel model anyway, just using an algorithm to determine signal loss as a function of frequency... SO, if I change the gain of the sensor capable of detecting 50hz signals to detect them at a range equivalent to the sensor with a higher signal gain detecting only the same contact at 1800hz, the end result will be exactly the same, in DW terms.
Gosh this has been any annoying problem. Ok, so the end result is that I'm going to reduce the sensitivity of the UUV even further from where its at, perhaps to about +15. |
I have posted the LWAMI Playtest One WITH ATP correction to the CADC:
http://www.orionwarrior.com/forum/sh...ad.php?t=29521 From the playtest readme: Quote:
Cheers, David |
And, of course, I forgot to mention the "obvious", the ADCAP and UGST will run slower when deep. :)
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LW, so 1500-3000 UUV sensor works for you ecactly the same like 0-2000 ? On my comp difference is so drastic like between detecting targets 10-20nm out just after launch, and detecting nothing at all initially, only if distance reduced to less than 2-3nm.
And if you mean there is no difference between 0-2000Hz +5 sonar and for example 1500-3000Hz -5 sonar, then I didn't checked this precisely, but for other sensors there was a clear difference (low frequencies propagate far, high freq sonars are semi-capped in range, even very loud contacts are muted at longer ranges), and I think I have seen the difference for UUV sensor too - the proportion between loud target det ranges and quiet target det ranges was quite different. For example, low freq sonar that detects Akula II 5kts from 300yd, detects noisy civilian from 20+ nm high freq sonar tuned to detect Akula II 5kts from 300yds, detects noisy civilian from 5-7 nm only. Thats the difference (of course numbers are pure example) And it could be even greater if there were more frequency absorbtion bands above 1500Hz in sonar model... :-/ But now seems (in DWAnalyzer) that highest frequency that matters is 1500Hz... have to check if it's the same in game, there is no passive sensors set to lower limit above 1500Hz in original DB, but there are active sensors with much higher freqs. P.S. I wonder if we are using same game version to tests and if not maybe that's why we see different things :lol: I have single install of the game only, if it's telling you something ;) |
I tried the version of the game you are using a bit... and nothing.
I am really getting no effect whatsoever from the frequency range. |
Is there any data available (or about to be available after you get some rest?) on the effects of the ATP?
I was thinking something along the lines of a chart with x=speed, y=range with a few representative curves for different depths or something like that. Really, anything just to give us a ballpark idea how it's actually going to work. =) |
Hi,
You may be making things more difficult for yourselves than need be. The sonar sensor model is a very simplified one. It only cares about one frequency. For this discussion, I will create a vessel profile with freq1 = 50, freq2 = 125, freq3 = 320, freq4 = 1050, freq5 = 1500. Now lets create 2 sensors, one is a LF sensor with a freq. range of 10-800. The other is a MF sensor with a freq range of 1000-3000. When using the LF sonar, the only freq. of interest is freq3. (320). If freq3 happens to be 810 instead of 320, the LF sensor will not see the vessel. Freq1 & 2 play no roll except to add individual lines to the narrow band display. The MF sonar only cares about freq5. If the line at freq5 is outside of the MF range, again, the vessel will not be seen. So changing freq5 to 3500, will make the sensor useless. If we create a sensor with a range of 10-3000, the only freq. of interest is freq5, (1500Hz). At least this is how the model worked for SC and DW1.01. I put the game away after that. This simplified sensor model was created in order to save cpu cycles. The game only has to worry about one discreet freq. instead of many. cheers, jsteed |
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I have made even 8000-20000 and 19000-20000 AI sensors for UUV and they did detect contacts. As there are no discrete lines at all that high, they really should be useless in game but they worked, probably exactly same like a 1500-3000 sensor. I will reply te tests to be absolutely sure, probably will try them on torpedos too. P.S. From what freq up a passive sonar is treated by game as an MF passive ? Or is there a separate flag for it in DB maybe ? |
Instead of making LW or Ami do this for us, I went into the doctrines myself, and after much head scratching and fist pounding, came up with this... I think this is simple enough to do in combat if you have a calculator handy. =)
Range, Variable with Speed ADCAP Range = 27 - 6(SetSpeed - 40)/15 UGST Range = 27 - 6(SetSpeed - 35)/15 (short version, every 5 knot decrease increases the range by 2nm, from a base range of 21nm) Range, Variable with Depth ADCAP Range (and speed) reduction = .29(depth{feet})/3000 UGST Range (and speed) reduction = .2(depth{meters})/735 LW, Ami, if this is wrong, please correct me. |
Not sure if this is a problem with the new mod version or the way I installed it...
I've noticed two problems with the FFG controls for the Helo (when AI helo is controled by the FFG) 1) Whenever I assign a waypoint to the helo I find that the helo takes a while to start dipping. It circles around a bit around the waypoint and then drops down to dip. 2) This is a bigger problem, sometimes if I assign a waypoint to the helo while it's dipping, it ignores the new waypoint. It's the damnest thing. Assign a waypoint, it does nothing, delete it and assign a new one, it rises and moves a bit but then goes back to dip at the same spot. (it doesn't matter what kind of waypoint it is - Fly to, buoy, torpedo) This problem comes and goes. I could play a mission for an hour or so and then this happens. (I checked the usual suspects. The helo is within range of my FFG, It's in Sync) Like I said, I'm not sure if it's just my install or a bug. Thought you should know... |
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