There is just so much confusing and contradictory information out there.
For example, I have some of Blackjack materials printed out that explains how a layer need not be isometric and not act as a sound mirror - meaning that sound may propagate across the layer more easily from one side than the other.
However, I was reading Notfallmappe v6 today and in explaining the principles of ASW it notes that the layer is like a mirror trapping sound from crossing it either way.
So, my problem isn't so much lack of willingness or effort applied to understanding sonar passive/active concepts. Instead it is more like it is impossible to find a definitive and comprehensible source. A source from which a lay person could derive some basic and sound principles to be used as rules of thumb in game play.
Finally, of course, there is the issue of how sound propagation/detection is modeled in DW and SC (that's what I am playing) which may not necessarily reflect realworld behavior.
Yep, so, there is the SSP button with a nice little graph. I know it should be an aid to me, but either I don't know how to use this information or I lack confidence in what I think know.
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Compared to WWII subsims the layer stuff was trivial. In SHI, you get below the layer and you are fairly safe and invisible at low speeds. Even without the bathythermograph, the resonance of pings changes dramatically as you pass through a layer. In SH2, you get this little announcement by sonar as you pass through. It diminishes the ease at which you are located, but not nearly as absolute as SH1.
Then you have SC and DW. I have had SC since it was originally released. I may be playing it five years from now and still be mystified by the "layer".
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Timmyg00,
Perhaps now, that you are reknown for your "TMA for dummies/lay people/gamers"; it is time to move on to greater fame with "Active/Passive Sonar: Layers, SSP, seastates, bottom types and applying it effectively in SC/DW".
Thanks.