Quote:
Originally Posted by banryu79
Kudos to you UKönig! 
Thanks for the awsome info!
So it looks like GWX is not hitting us with random stuff... very intresting
This means the game probably requires a high degree of attention, care and situational awarness (and a bit of experience) from each wannabe kaleun who would try to put his feet in this kind of simulated shoes...
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That is always presuming that GWX accurately models these sound profiles. And that the SH3 game engine actually is flexible enough and precise enough to permit such modeling. I don't know if either of these is true, but I'll bet there are people around this forum who do.
Otherwise, it comes down to individual experience to ascertain what is really going on
in the game (as opposed to what was true R/L).
For example, UKönig's post basically says that running slow (80 rpm) doesn't significantly lower detection range compared to running about Ahead One-Third (160 rpm). Is this borne out by experience?
Quote:
Detection range with different RPM rates (submerged)
At 80 RPM: 4500 meters (Detection range particularly large because of howling sound)
At 160 RPM: 5000 meters (Detection range lowered.)
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Other examples: I have seen posts indicating that, in the game, the Echolot is
never heard by the enemy, and this is borne out by my own experience. In R/L, raising a scope does not produce any noise, but lowering one does. I haven't noticed such behavior, but it might be present in-game.
Most of the activites classed as "Loud" or "Very Loud" are prevented when in Silent Running. But turning the attack periscope is allowed, and, AFAIK, does not increase detection probability.
We are more fortunate than our R/L prototypes, because we can learn from all of our experiences, successful or not. They only learned from the ones that didn't get them killed.
In the end, the model is what the model is, and it is not a U-boat.