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How well are acoustics modeled in the game?
I've read discussions on topics such as the game's handling of the thermal layer (modeled globally), but I was curious as to the fidelity of other acoustic properties, particularly those of the prosecutors. Namely, if an ASW vessel passes over you and you are positioned in his baffles, are you adequately shielded from detection in his blind spot? Also, I've read that, in the aftermath of depth charge explosions, it's several minutes before the noise level returns to anything usable for listening/detecting your sub. Does this also seem to be modeled? If so, when there are multiple prosecutors overhead, it would seem the one listening (while the other is attacking) wouldn't have much luck in detecting you. My gut feeling on these questions is yes, but I'm sure there are a lot more knowledgeable and experienced kaleuns than I'll ever hope to be. Opinions welcome.
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IIRC, the baffle effect is correctly modelled. If you are in an escort's baffle area they won't detect you. The depth charge effect, though, isn't the same. Instead of it taking up to ten or more minutes in order for the acoustic distruptions of the explosions to fade it seems to take somewhere around a minute, if that.
Also, in GWX, multiple escorts do have this nasty trick of having one or more sit at dead stop and just listen while the others circle you like sharks. --grins-- Again, due to the speed of depth-charge acoustic recovery, the listening one has a very good change of keeping tabs on you. |
In the Game itself,
We must work with the rules it lays down. In real life, jump off a cliff and you go splat! In a sim, you may not. What happened in real life may not have any bearing within SH3 or SH4. Most people miss this very simple fact. It's a simulation. By definition that means: "A simulation is an imitation of some real thing, state of affairs, or process. The act of simulating something generally entails representing certain key characteristics or behaviours of a selected physical or abstract system" Note it means imitation of KEY things. Just like an imitation of Gold bars will get you 20 years in Kansas? So will SH3 be an imitation of the Battle of the Atlantic. |
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I was not meaning to imply anyone was bitching.
Just stateing facts as to what all modders have to work with. I know it's a hard line to see if you don't mod the game. It's also a VERY hard line to try to explain!! Maybe even harder then modding itself! At times I do get a bit, um, stupid shall we say? But I do try to be easy to talk to. I'll try to be a bit more easy talking? Would that help? Off Topic but, Were you at Bragg in the mid 80's? |
i would guess that for a simulation... the depth charge blasts should ruin hydrophone acoustics for about 40 to 60 seconds... i dont know how long this effect runs in SH3.
the baffels are modeled pretty well... I have charged right up on a slow moving destroyer from his six o'clock position at ahead flank and periscope depth and he didnt even flench until it was too late :smug: i would estimate it is about a 20 to 30 degree arc off the rear of every ship. thermal layers are NOT modelled in SH3 - this is only modelled by using SH3 with "SH3 Commander" (a third party program) |
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As a matter of fact, yes, I was. Went through Special Forces training and did a few stints down there early to mid-80s. |
I try not to be short tempered.
But sometimes I'm short on my answers. I'll try to do better from now on. If you trained at Bragg in the early to mid 80's? I may hve been involved. Hope I didn't stuff a sock in your mouth back then!! :rotfl: |
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From "GWX's "uber" AI demystified" sticky thread:
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