Goldorak, I am no expert in sonar either... however, the sonar model in DW 1.01 was a very simple model that did not account for environmental conditions in precise ways, instead by only adding fixed modifiers to detection ranges, and in some cases this worked to produce the feeling of sonar operation and in some cases it didn't. The effect was to have sonar model that was very predictable. You could look at three or four simple variables and be able to detect just about any detection range for any situation, because that was essentially how the model worked: x+y-z/a=d.
However, now what we have is an actual, functional model of how sound propagates in various environmental conditions and the ways in which this effects sonar. So it is no longer possible to simply have a few pieces of information and be able to figure out exactly what will happen. Now, even if you have a lot of information, the actual game effect will be not nearly predictable in the way it was previously. In short, the game now has a sonar "model" rather than a sonar "approximation."
Mau,
I have increased the FFG acceleration by fixing its prop size to the proper diameter. The physics model still effects it the way it should, but you no longer have a weak propeller, meaning that the thresholds that slow the FFG down have been raised, so, for example in Sea State 3, you can still achieve flank, as with stock 1.03 you were only able to go about 24kts in moderate seas, which seemed too slow to me anyway for a ship such as the OHP. Also, during turns, the FFG would lose more speed than even in 1.01.
My logic for making these corrections was that since the physics engine was changed, but the database was left the same, there was no necessary connection between what was in the database and what is now in the game. I'll say that I believe it was simply an oversight by the developers and I have reported it as a "bug." So they can take care of it, or not, but the fix is very easy, so I have gone ahead and taken care of it in the Mod BETA.
In terms of the turn performance you are talking about, if you set the FFG to make a 600 to 800 yard circle, you will get the performance you describe. This has been the same since 1.01. However, when you set 25 degree rudder in DW at flank, you get a circle of about a boatlength in diameter and the speed drops to 9kts. Now, I find it very hard to believe that such a circle is possible to make at 24 kts, and what you say seems to confirm this. So, the issue here seems to be that the rudder is way too efficient in creating a turn, and the FFG decelerates because of that. However, like I said, if you set the FFG to make a 600 to 800 yard circle, you will maintain the speeds you are describing.
So I believe the issues is that the handling of the FFG has been simplied somewhat. Perhaps you can make such a tight turn in the FFG at 8-9kts, but you need to have a different real life setting than flank and 25 degrees rudder. In the game you can make a 600 to 800 yard circle at 22-24 kts, but not with the settings you would use in RL.
So you can do everything you are describing, but the in game inputs are different than what a real FFG helmsman use to make those maneovers.
I think that makes sense.
