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Old 09-28-20, 01:38 PM   #71
maslas
MNW Dev
 
Join Date: May 2020
Location: Athens, Greece
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Quote:
Originally Posted by Badger343rd View Post
I think you need to have both views

This is under consideration with the idea that the external view of the opponent will only show the predicted position and not the real one...

and that on lower realism setting.


Quote:
Originally Posted by jaop99 View Post
The pics and render looks amazing! good job guys!

Thank you very much!


Quote:
Originally Posted by stormrider_sp View Post
How are you guys going to implement the sonar modeling?


Have you thought about using new technologies like ray tracing?
http://liu.diva-portal.org/smash/get...FULLTEXT01.pdf


Or perhaps open source underwater acoustics models. I remember studying a paper on this a few years ago.


Edit: https://oalib-acoustics.org/Rays/USM...frontpage.html

As we have stated in the past, sound propagation is one of the most demanding features on this project. We've seen this library that is using one ray-tracing algorithm and although it is written in C++, we have serious doubts about it's performance since in our situation we are dealing with many real-time factors.
For the same matter we are investigating two roads one of the two is ray-tracing but powered by the GPU. But please keep in mind that the point on a good simulator is an authentic feeling and result and not just an interesting technology behind it.

We walk carefully on this matter.



Quote:
Originally Posted by jaop99 View Post
I think they should hire Jive Turkey, is was a sonarman in a real sub and knows a lot about that!, using declassified info of course


Of course we have watched all of his videos, he is doing a very interesting job and when things will become a little more clear on how this project will actually progress we are aiming to get in contact with him.
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