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Active sonar is not considered?
How come the active sonar is not taken into account, well, anywhere?
It does not go into TMA, it does not give you a new contact.. In fact you only see the "ping" in the map view. |
It does go into TMA, but only if the contact is range gating.
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That sounds like it's a "feature"? There should be no difference with regards to TMA why the pings are generated? Something for a patch? By the way, we get this "ranging sonar" icon in the corner of the map view. Any chance of getting a voice cue for it as well? |
Speaking of voice cues and features, there's no warning if your sub is sinking due to flooding. The helmsman does not compensate for it without being told again to go to a given depth.
You may start taking in water (again) because of ordering silent running or going deep. The crew is pretty laconic about it. And if we round off the kitty jar, there does not seem to be a cue for SS-N-16 launch transient. Torpedo evasion seems broken on AI e.g. November will keep on going in circles with an MK 37 although it could simply outrun the thing. |
When a transmitter range gates, it sends out a new ping as soon as it recieves the return of the preceeding one, so if a contact is range gating as it pings you, you can count the time between pings and work out the range. If you simply detects someone's ping, all you really get is a bearing.
There's supposed to be a voice cue for active sonar. Not sure why it isn't hooked up. |
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I rarely hear the pings and my sonar guy doesn't mention them either.
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Wait... you say there are no ping sounds ? In a sub sim ?
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I think this is caused by the "feature" where contact is reset the moment passive sonar (or visual/radar/esm) loses it. To use Active sonar to track a target the contacts should be persistent with decaying accuracy.
Any chance of a bit of overhaul there? :D |
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