![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1 |
Engineer
![]() Join Date: Jan 2002
Posts: 215
Downloads: 69
Uploads: 0
|
![]()
I am curious about this.
Let's say I have a passive transient contact i.e. torpedo fired, or brief cavitation. I turn towards the resolved contact and then make a single ping using the NARROW active sonar beam, which only sends a ping down those approximately 20-30degrees. If any submarines are behind me when I do this, are they going to detect it? Are submarines outside of the beam able to detect the active sonar ping? It would be nice to get a firm solution on a possub without advertising to everyone else that you're there. |
![]() |
![]() |
![]() |
#2 | |
Naval Royalty
![]() Join Date: Jun 2005
Location: Washington, DC
Posts: 1,185
Downloads: 0
Uploads: 0
|
![]() Quote:
It's generally best to work under the assumption that an intelligently driven submarine will almost always detect you passively, somehow, before you detect them. Stealth is not a surface ship's strong point. |
|
![]() |
![]() |
![]() |
#3 |
Sonar Guy
![]() Join Date: Jan 2002
Location: 59.96156N 11.02255E
Posts: 385
Downloads: 3
Uploads: 0
|
![]()
It may not be a torpedo launch. It may be a few seconds of cavitation on the TA, for example. And it's *because* of said assumption that using the active sonar then is a sound tactic.
In real life, since the direction is based on interference pattern rather than actual sensor head (mechanical) movement, the answer is a resounding YES! you can be heard by those in other directions. Those in the 'lobes', the main of which is in the direction where you're pinging, will hear it quite a bit better (further) ...FWIW... (Lobes is an expression used for radars, but it applies about equally here) In the game, I expect they're more along "fixed distance" though, as any such lobe patterns surely falls under classified info, and isn't all that big an issue.
__________________
![]() Teaching DW newbies how to climb the food chain. |
![]() |
![]() |
![]() |
#4 |
Watch
![]() Join Date: Feb 2005
Location: Australia
Posts: 23
Downloads: 0
Uploads: 0
|
![]()
Tested your question.
Range = 7nm Sea State = 3m swell Profile = 456ft layer LA688i was heading 090 at 80' FFG was heading 000 and was to the east of the LA In trying various directions on the single beam the LA picked it up everytime, BUT it would only pick up every 2nd or 3rd ping irrespective of active range setting or active type. It might have something to do witht he seastate, i'll give it another go when I get time. |
![]() |
![]() |
![]() |
#5 |
Watch
![]() Join Date: Feb 2005
Location: Australia
Posts: 23
Downloads: 0
Uploads: 0
|
![]()
Did it again, but with flat seas and 5nm range.
It was the seastate that was causing the intermittant intercept on the LA. Oddly enough I found an interesting thing. If you click XMIT on the FFG's active again before it's finished its cycle it won't send out a ping that can be heard by the sub, but it can still detect objects like normal for the FFG. |
![]() |
![]() |
![]() |
#6 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
|
![]()
Regarding missing the target on certain pings.
What version are you running? This could be normal sonar behavior under the circumstances or... It sounds similar to the transient sonar bug that was reported for passive sonars, and the same cause would active sonar pings to "miss" the target sometimes. I believe this is being actively looked at for 1.03 Full. In terms of the FFG sonar, I'm not sure about that, but it may be the way the sonar interface is coded and data is fed into and out of the NavalSimEngine. As long as the contact can hear the first ping, its not really a cheat, but it is a bug, although probably one that would be tough to get at, and not change gameplay all that much, if a player didn't elicit the condition.
__________________
LW ![]() ![]() |
![]() |
![]() |
![]() |
#7 |
Watch
![]() Join Date: Feb 2005
Location: Australia
Posts: 23
Downloads: 0
Uploads: 0
|
![]()
True with what you say, the critical first ping is still received. Just an oddity.
I run version 1.03b. The test was done without your mod. Just with playing around with the missed ping, it's almost definantly a result of seastate, i.e. transducer broaching the surface. By the way, your mod is excellent. Even though it takes my beloved 65cm multirole torp away ![]() |
![]() |
![]() |
![]() |
#8 |
Sonar Guy
![]() Join Date: Jan 2002
Location: 59.96156N 11.02255E
Posts: 385
Downloads: 3
Uploads: 0
|
![]()
If the 'missing repeated active' can be done forever (press xmit again before it finishes to get updates forever without giving him any more active intercept data...
__________________
![]() Teaching DW newbies how to climb the food chain. |
![]() |
![]() |
![]() |
#9 |
Engineer
![]() Join Date: Jan 2002
Posts: 215
Downloads: 69
Uploads: 0
|
![]()
Cool, I feel like I'm in a detective novel now.
![]() You've tracked down a bug, nice work, now someone mail it to SCS so we can get it fixed for the next patch ![]() |
![]() |
![]() |
![]() |
#10 | |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
|
![]() Quote:
However, once the first ping passes, another one should be heard. Although this would have to be tested to be sure.
__________________
LW ![]() ![]() |
|
![]() |
![]() |
![]() |
#11 |
Seaman
![]() Join Date: Feb 2001
Location: Hong Kong
Posts: 39
Downloads: 0
Uploads: 0
|
![]()
Here's a question (from someone who hasn't played the game):
If a narrow-beam ping is still heard outside the beam, what are the tactical advantages of using it? |
![]() |
![]() |
![]() |
#12 |
Seaman
![]() Join Date: Nov 2003
Posts: 32
Downloads: 20
Uploads: 0
|
![]()
To me it seems the beam is stronger. Meaning you get more range with it. Handy if you know a potential targets bearing.
|
![]() |
![]() |
![]() |
#13 | |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
|
![]() Quote:
__________________
LW ![]() ![]() |
|
![]() |
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|