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Old 09-12-05, 06:41 PM   #1
Amizaur
Sonar Guy
 
Join Date: Nov 2002
Location: Poland
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OK, so echo sound should be in the game. Thanks for clearing this ! But I guess it should be quieter for faint contacts. In game it's always full volume, regardles of range, regardles of target strength, regardles if there is something on the screen or not. And you can click on the display where is simply nothing only background - you will get a track IF there is a sub. If there is nothing you can click all day and you don't get track...

So the the sound only informs you that there is something at all, and then tells you the range. Then only it takes to click on that range on different bearings to get a track where it really is . In absence of the return sound cheaters wouldn't know at what range they have to click.
And how I know I was always detected - from DbgView output of course. I was always detected when in range and AI active sonar was not washed out by speed.
In some missions (like St. Pete Blockade) you are in range and pinged, but the AI ship runs too fast, with completly blocked sonar, that you can do ANYTHING, even park on his course side aspect at peri and watch as it closes pinging and passes 100m from you - he would not get you on active, never. You can do whatever you want in that mission, you are safe from active sonar.
But when they run slow and sonars are working, I was detected ALWAYS by AI units when in range. Sometimes not attacked - when classified as neutral or not attacked from any other reasons (transit orders, weapon range, well AI behaviour after detection is in doctrines) but detection was sure. For example you are always detected in Kilo Demo mission by first or second OHP ping. Only not attacked because classifield as neutral - untill you fire or do something other aggresive...
Or maybe I shouldn't say this...? Well there are different opinions, some say that truth is your enemy sometimes... I think that it's not truth, but reality. And reality can be fixed sometimes - if you know the truth.
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