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#1 |
Stowaway
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I've been using the DWedit program to try and increase the range at which my sub can hear another one. I know certain things like range, sub speed, etc play factor but it always seems like my Seawolf begins to hear another sub at about 5-10 nm when the other sub is doing high speeds. Is there a way to boost it up to 15nm or higher that I can hear them in passive sonar mode? Where is this "editable" within the DWedit program? The most I have been able to find is how to make my passive sonar 100% accurate which is not what I want. I don't want it to be 100% right all the time, but I do wish to be able to hear other submerged contacts at further ranges.
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#2 |
Captain
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What you probably want to do is increase the Nrd level of the SeaWolf sensors (meaning the Seawolf spherical, hull, and towed arrays). This number is on the "Sensor Dialog" menu of DWEdit. The more negative the number, the more sensitive the sensor.
Alternatively you can also modify the frequency ranges of the sensors because lower frequencies are heard further away, but this can be too much of a jump in sensor performance and you probably want to stick with the Nrd ratings first. You can also modify the "max sensor speed" to allow your sensors to work at higher speeds if desired. To see which sensors apply to the Seawolf platform look in the Object Dialog and then the sensors listed in the lower left hand box. And just FYI. Questions like these are usually relagated to the "DW Mod Workshop" section of the forum made to answer these types of questions. |
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#3 | |
Stowaway
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Thanks, I think that's what I was looking for. Never messed with the NRD function cause I didn't know what it did. Thanks a bunch mate! ![]() |
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#4 |
Silent Hunter
![]() Join Date: Jun 2004
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If you're using the stock DB, the SW can pick up rather quiet sub contacts beyond 20nm. That gets knocked down a bit with LW/Ami for slow contacts, but will be farther out for fast, noisy contacts.
Either way, you shouldn't have to change the db to get a contact beyond 10nm. Have you tried changing the acoustic conditions? Sounds like you might be in bottom limited sandly littorals at high sea state during a rainstorm if you can't hear something that close. ![]()
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#5 |
Stowaway
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I did some tweaking with the DWeditor and now I can hear a shrimp fart across the pond
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#6 | |
Stowaway
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I am not understanding the alternative solution you mentioned about the ranges. I worked with the NRD settings but all that is doing is taking away the "wash out" noise and amping up the "source" noise for the other sub. It is not allowing me to hear him from further away. I want to be able to hear him at greater distances, not amp up his noise within the current 5nm range. So you mentioned something about ranges. Where are they located in the DWedit program? I have tried lowering the "low" frequency number from "800" to "100" for the sphere array but that is not showing any results in the game. Please advise! |
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#7 |
Ocean Warrior
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Make sure you increase all the sonar hardcaps to at least 175000.... its the top line of those five. Otherwise, loud contacts will come out of no where once the hardcap is reached.
The NRD will *definately* affect detection ranges. Lower numbers mean the sensor is more sensitive.
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#8 | |
Stowaway
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Is that the 'Detection Curves' that you are refering to? |
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#9 |
Ocean Warrior
![]() Join Date: May 2005
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The detection curve only applies to non-acoustic sensors.
The Active and Passive sonars have a dedicated engine that is actually quite sophistated, certainly the most so in any non-industrial or military product. For the sonars, the only value that matters in the detection curve stack is the one that isn't 0. Just make that something really big and you are good to go, you don't have to worry about the hardcap if its over 100nm! (the distances in the database are measured in meters, btw... but doctrine altitudes and depth are in ft... speeds are in kts). Cheers, David
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