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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Commodore
![]() Join Date: Sep 2006
Location: Germany
Posts: 609
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I'm currently implementing the Towed Array for my coldwarsubsim. The TA as a sensor is pretty clear to me but when I look at the handling in DW it is pretty uncomfortable in terms of 'UI'.
Does anybody know if the handling of a TA in a 688 is realistic in DW? So, I'm asking myself if not - after the mirror contact was identified - there is way to automatically filter out the mirror sound signal so that it does not clutter the sonar display any longer?
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Only two things are infinite, the universe and human stupidity, and I'm not sure about the former. - Albert Einstein |
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#2 |
Navy Seal
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I don't know if they do or not, but since it is a digital system it is possible. I know there is a software called "Debrief" that can do it with records of sonar and TMA data after the fact.
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#3 |
Commodore
![]() Join Date: Sep 2006
Location: Germany
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Ok, thanks.
I just implement this feature and make some checks so that the player cannot misuse it if he cannot according to the current situation know what the mirror is...
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Only two things are infinite, the universe and human stupidity, and I'm not sure about the former. - Albert Einstein |
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#4 |
Swabbie
![]() Join Date: Nov 2006
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Would it not make more sense (might be more difficult to implement?) to allow the user to choose to hide whichever mirror image they want at will. If they pick the wrong one because they haven't figured out which is correct, well too bad for them. Of course there should also be the option to unhide the mirror too. That means you don't have to worry about whether they know the correct one or not and it gives users more control of what's happening on their display.
I've often thought it would be a nice feature that would make sense to have. Currently I have an excel spreadsheet that when I enter OS heading and one of the bearings shows the mirror bearing automatically. Helps a bit with the workload of figuring out what is real and what's mirror. I guess the one danger might be that you might accidentally mask a 2nd signal that happened to be close to it. |
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#5 |
Commodore
![]() Join Date: Sep 2006
Location: Germany
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Yes, In the meantime, I've thought about a similar option:
I just provide a switch in the console, which allows to hide the 'false' bearing line if the operator (player or agent(AI) in the backend) has assigned a tracker to one of the bearings. So if he has chosen the wrong one, he then works with the false, mirror contact. Anyways when I'm finished with this and some other 1-2 small features, I'll upload the next video so that I can get feedback.
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Only two things are infinite, the universe and human stupidity, and I'm not sure about the former. - Albert Einstein |
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#6 |
Swabbie
![]() Join Date: Nov 2006
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The challenge with that will be if it's an all or nothing option: if it turns off all mirrors and you get a new contact, how to you assign a tracker to it until you figure out which is the right one (because as soon as you do you lose the mirrored track)? You will then have to remember which are unconfirmed (you would still be able to tell after a turn) but you could make a bad decision on where to go if you had picked the wrong track.
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