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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sailor man
![]() Join Date: Jun 2017
Posts: 45
Downloads: 5
Uploads: 0
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What the cronk.... isn't that what my towed array is for??
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#2 |
Planesman
![]() Join Date: Apr 2005
Posts: 187
Downloads: 20
Uploads: 0
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Some subs don't have arrays, and those arrays are only out at 5 knots I think - so if you're above that speed the array is pulled in and the contact is considered in baffles.
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#3 |
Planesman
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#4 |
Samurai Navy
![]() Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
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#5 |
A-ganger
![]() Join Date: May 2009
Location: Hooper, UT
Posts: 80
Downloads: 89
Uploads: 0
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There are two baffle regions, depending on your sensor setup. The traditional baffle region is 120* wide centered on the ship's stern (not the 60* total cone that this game uses, but that's a different discussion). This is caused by the ship being directly behind the spherical array at the front of the ship.
Towed Arrays (TA) actually have two areas of degraded track, one forward and one aft. They are both caused by the same thing - the fact that when the sensors are in a direct line, it's ability to tell direction suffers. The forward area also suffers from that fact that, who knew!?, there's a submarine there making noise. I'm not certain this game models these TA areas correctly, though I know for certain it approximates the forward one somewhat. So, if you have a contact in the baffles, one of two things has happened: 1) You have no TA, so the contact is in your SA baffles. 2) Your TA has fallen off or is unable to track due to flow noise (high speed), and thus cannot track them while the contact is in the SA baffles. Either way - TURN. ![]() |
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#6 |
Sailor man
![]() Join Date: Jun 2017
Posts: 45
Downloads: 5
Uploads: 0
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Ok, fair enough. I was confused initially but now your explanations make total sense.
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