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Old 01-08-06, 10:42 PM   #1
K_Sea6
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Default Enemy Sonar

I was wondering if there is a manual or something out there that explains or describes Sonar / Hydraphone capabilities and ranges of the different enemy ships in the game true to the game.

Kerry
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Old 01-08-06, 11:32 PM   #2
Sniper297
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Dunno much about how the game handles it, but this may help:



This is displayed in the nav (F5) screen when you click on the destroyer. The small semicircle directly in front of the bow is a dead zone, too close to get an echo. The inner circle has a notch out behind the ship, this is the area where the ship's own screw noise interferes with the hydrophones. I dunno what the outer circle is, maybe max range, or possibly max active range.

Sonar (British: "ASDIC") consists of a hydrophone (receiver) and transducer (what makes the ping sound). Passive sonar uses only the hydrophone to listen for the noise made by another ship, active sonar sends out pings, which bounce off solid objects and return. Active sonar is better for more precise location, passive doesn't let the enemy hear you.

In actual practice, sonar is affected by water temperature and salinity, the ocean does not have a consistent temperature and salinity throughout. With average salinity, sound travels thru still water at 59 degrees fahrenheit at 4800 feet per second. Reflection, refraction, and reverberation affect both active and passive sonar, causing false targets and incorrect range and bearing. You get all that from different salinity and temperature layers, and there are currents running in various directions at different depths, which of course are as changeable as surface currents. Rough seas affect shallow scanning since the sound waves tend to scatter upon hitting the underside of the waves, and in shallow water or with a deep target you get a lot of bottom echos.

Early WWII ASDIC had a very narrow directional beam, and would not detect a U boat on the surface or at a very deep depth. Depth charges filled the water with so much turbulence that the hydrophones, either active or passive, wouldn't pick up anything at all for several minutes after the last explosion.

How well the game physics simulate any of this I have no idea, I'm still on my first career. One thing I've found works well tho, dive deep, sprint after he passes (when you're in his wake baffles and he can't hear you), then stop motors when he turns to re-aquire you.
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Old 01-09-06, 02:31 AM   #3
Cdre Gibs
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Quote:
Originally Posted by Sniper297
Semi circle = Asdic/Sonar.
Wedge circle = Hydrophone.
Large Complete Circle = AI Visual Range (also reflects their gunnery range).
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Old 01-09-06, 11:18 AM   #4
K_Sea6
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Ah Thank You
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Old 01-09-06, 12:03 PM   #5
SmokinTep
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Great info.........
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