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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Electrician's Mate
![]() Join Date: Feb 2013
Location: Alberta, Canada
Posts: 132
Downloads: 36
Uploads: 0
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Okay so I have been playing dw for about a month now and am loving it, and have now expanded it with the RA mod. Though I seem to have a preference to russian subs.
Now that in getting comfortable with the sonar suite, I have a couple questions about sonar. We all have been fooled by Hollywood when it comes to sonar. Movies like hunt for red October have made me think that sonar was the masterful accurate device that would allow you to pin point your targets every move, something I'm now getting over. But I have heard stories about distinct sounds that a sub makes that can give tells to what he's doing. Hulls popping as he's changing depth, tubes flooding, doors opening. I was wondering if this is true and more importantly, is this modelled in dw, and if so, how close do I have to be to my target to hear these sounds besides too close. Secondly, what else can one deduce from a sonar screen. I've learned to use my demon for speed, and bearing drifts to get a rough course, and using the layer depth/contact strength relationship to determine the rough depth. Is there anything else about a contact that can be determined though a sonar? Also since using RA mod in the akula I've been introduced to the waterfall display rather then the russian circle screen I'm used to. What new features and tricks can be done with the waterfall display, and how accurate/ useful is the waa range? Sorry I know that's alot of questions, but I'd like to hone my sonar skills for multiplayer, after all, the edge in a naval battle undersea revolves around hearing him without him hearing you. Thank you very much |
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