Quote:
Originally Posted by Henson
Sound does not move two-dimensionally. We pretend that it does so that TMA becomes do-able. When you get into active sonar, it is one of the worst-modeled parts of the game for that very reason. Take active in DW with a LARGE grain of salt.
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The whole sonar model should be taken with a grain of salt until we have to worry about things like cutoff frequencies, doppler, shallow sound channels, multistatics, waveforms, etc.
If you're shrewd you can make a scenario that captures some of the flavor of things but it still falls WAY short of how complicated things really are.