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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Commander
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...to a detail approaching that of Dangerous Waters? We should have thermals, I think that's a given, but should it simulate the various sound speed profiles (most notably convergence zones, which in the middle of the Atlantic would allow for brief detection of enemies at long ranges)? Just because nobody back then was aware of such things doesn't mean they didn't exist and didn't affect how various units could detect, or not detect, each other. Thoughts?
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#2 |
XO
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Nice thoughts, but the issue is you can't measure them! you don't have BT buoys on your U-boot and, as far I know at this moment I'm writing, germans were not interested in monitoring thermals probably because they were thinking not so much affecting the play..
So.. you are in your WW2 environment where almost of the variables are unknown due to the early technology.. and also the sound propagation knowledge was minor at that time. In other terms, why Devs should add a large mathematical system for sound propagation if it can't be experienced properly by the player due to lack of computers/indicators/proper sensors? |
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#3 | |
Navy Seal
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Besides, Topp (or one U-boat commander) confirmed in an interview a while ago that the Germans did measure salinity and temperature. They may not have completely understood the results, but they still knew it had some effect... |
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#4 |
Watch
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Let us at least have sound delayed explosions, if I see an explosion far away I don't want to hear the sound at the same time.
Last edited by Leif...; 12-05-09 at 10:12 AM. |
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#5 |
Navy Seal
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SH4 included this. They probably will keep it as an option in 5.
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#6 | |
Navy Seal
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I would imagine they measured it because of it's significant effect on dive times and buoyancy, rather than acoustic properties.
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#7 |
Fleet Admiral
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Agree, the effect exists in RL therefore should be modelled in game regardless of the Kaleun's knowledge or understanding of the effect.
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#8 |
Subsim Aviator
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Not only that... but the thunderous explosion you might hear up close should only be a loud "thump" from a long distance away
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#9 | |
Navy Seal
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a few moments before the quieter sound arrives by air. Depth charges and torpedoes should echo in shallow water as well.
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#10 | |
Navy Seal
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#11 | |
The Old Man
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#12 |
Eternal Patrol
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If you're on the bridge you won't hear the underwater sound. If you're inside the boat you won't hear the airborne sound.
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#13 |
Subsim Aviator
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At a minimum, to be taken very seriously, SH5 should include:
1. Baffles for all ship classes and types 2. Dynamic thermal layers that will vary not only mission to mission, but day to day as well 3. Depth Charge blinding for a reasonable period of time not only for the AI escorts but the players boat as well (and any other sonar equipped vehicle) 4. Detectable Echolot, and Sonar pings emitted from the player boat. 5. Surface clutter which would mask shallow running boats in very rough seas to some degree. 6. Other ship sounds should camouflage the sub's sound signature to some extent or another.
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#14 | |
The Old Man
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Quote:
Well, I wish the decks of submarines last for a bit because that would also another cause of the boats look like, I mean interesting.! for example! VIIC ![]() . . ![]() . . ![]() . . ![]() -------------------- The deck does not look impressive from VIIC/41 UBIS demo! The Ubi I think it will improve it! . ![]() . ![]() . . ![]() Last edited by Tomi_099; 12-18-09 at 07:42 PM. |
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#15 | |
Grey Wolf
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Of course thermal layers should be implemented on different depth depending from climatic zones / sea currents. But should be not detectable, of course. The questions is how the thermal layers work. Real phisics or 'standard' signals damping like in SH4.
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