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Old 12-05-07, 05:57 PM   #94
Molon Labe
Silent Hunter
 
Join Date: Jun 2004
Location: Along the Watchtower
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Quote:
Originally Posted by SeaQueen
Quote:
Originally Posted by Bill Nichols
Remember how much bitching there was about the original physics model in Dangerous Waters? "Subs turn too fast", "It takes forever to change depth", "My boat is bobbing on the surface like a cork" ... ad infinitum. Players do care and a bad physics model can break a game as much as any bug.
It's interesting how you guys are focusing on the simulation's failings with regards to control physics and how the boats behave in response to rudder orders, say. Nobody here has complained about how the simulation doesn't really do that great a job of simulating how sound behaves in the ocean either. Nor does it really model other important technical details, like signal processing, very well either. For example, nobody has to worry about how a beamformer works or what not. There is no measurable Doppler effect. The effects of ducting are modeled fairly poorly if you ask me. In general, any sonar effects originating from the wave nature of sound will be absent. There's no such thing as a Fourier waveform in DW, hence things like harmonics never show up on the narrowband display. Sometimes I think that if I was going to make a subsim, instead of simply having a list of frequencies coming from a submarine, each having similar magnitudes, each submarine ought to have a set of Fourier coefficients attached it it.

What they have is a set of displays and they each have their own rules, but no over-arching model seems to unite them so that there's a underlying logic they all share. If you look at DW from the perspective of an operational model, it's okay, you still capture a lot of the "bigger picture" aspects of a certain scale of naval combat, but if you think of it like a flight simulator, then it leaves a lot to be desired.

I'm not sure how much one really wants to go down this path, though. Warships have crews precisely because there's more technical details to take care of in say, one radar set, than one person can really do by themselves.
If "here" means subsim, then you haven't been listening. Gripes about DW's acoustic model are quite common. If "here" means this thread, then it hasn't come up because the good Dr. hasn't modeled the acoustic environment yet, so there isn't much reason to discuss how the CSS is superior in that regard. Don't worry, that issue will come up when the project reaches that point, and he already has demonstrated his ability to create a better acoustic model than SCS has so things are looking good.
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