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Old 08-05-10, 06:19 PM   #1
gollum65
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After thinking about it some more I remembered where I read that ships that are pinging aren't listening. It's from the TMO manual .pdf document, page 46, the first section under "Understanding the AI & Evasion".

Quote:
The Tin can itself as it applies to detection:
That wily Jap tin can loitering above your head can only do one of two things. It can listen (passive), and it can ping (active). What it can't do, is both at once. Hence I feel its a safe assumption to say, if a Tin can is pinging, hes not listening, and if hes not pinging he's listening.

Two important note's here to eliminate confusion:
A.) with multiple escorts on you, there is always somebody listening.
B.) The AI tends to key in on whichever sensor is receiving the biggest signature there is to pick up on.
While it can only use passive or active at a singular moment in time, it can switch between the two
quickly enough to make it appear that it is using both at once.
Perhaps I read it wrong?
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Old 08-05-10, 06:29 PM   #2
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Quote:
Originally Posted by gollum65 View Post
After thinking about it some more I remembered where I read that ships that are pinging aren't listening. It's from the TMO manual .pdf document, page 46, the first section under "Understanding the AI & Evasion".
I knew I saw that somewhere, I just couldn't remember.
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Old 08-05-10, 06:48 PM   #3
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There's always two ways to look at things like that.

a.) How it works in real life.
and
b.) How it really works in game.

I tend to focus on B when writing tutorials, tips or what not.
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Old 08-05-10, 08:27 PM   #4
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I'm just going to call it what it is: sheer luck. After about 2 hours of cat and mouse I was able to make it to deep water and get away. As it turns out those destroyers were part of a whole convoy and it took me most of the night to get to safe water so I could reload my torpedo tubes but at least I made it.

Thanks for all the tips guys. Couldn't have done it without you guys.
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Old 08-05-10, 08:57 PM   #5
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Assumeing you have stern torpedo tubes...Hit flank, paricsope depth, Zero gyro on a stern torp, and pray you dont miss.
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Old 08-05-10, 09:21 PM   #6
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Quote:
Originally Posted by gollum65 View Post
I'm just going to call it what it is: sheer luck. After about 2 hours of cat and mouse I was able to make it to deep water and get away. As it turns out those destroyers were part of a whole convoy and it took me most of the night to get to safe water so I could reload my torpedo tubes but at least I made it.

Thanks for all the tips guys. Couldn't have done it without you guys.
Way to go, gollum65! Tough situation but, you came through, shining like gold. Somehow, I had a feeling you would pull through.
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Old 08-06-10, 04:43 AM   #7
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Quote:
Originally Posted by gollum65 View Post
I'm just going to call it what it is: sheer luck. After about 2 hours of cat and mouse I was able to make it to deep water and get away.
Glad you made it.

What you have just done is gain valuable combat experience.
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Old 08-06-10, 08:39 AM   #8
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Quote:
Originally Posted by Ducimus View Post
There's always two ways to look at things like that.

a.) How it works in real life.
and
b.) How it really works in game.

I tend to focus on B when writing tutorials, tips or what not.
Your focus is correct.

Since you have already walked "the wild side" of the game () let me ask a question. If a lone DD pings (ingame), isn't it listening too (via the "swing" mechanic between active and passive status you describe in the manual)? What I am actually asking is that, regardless of how the game-code handles it, in game-play terms isn't the lone DD atempting to behave as pinging and listening simulteneously?
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Old 08-06-10, 09:08 AM   #9
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I'm by no means even close to an expert. But I've watched my share of sub specials on the military channel and everywhere else (a few sub specials this week on the military channels btw). To me it's about the definition of the word we're using "listening". The way I always understood sonar was that the active pinging was basically no more then a range finding device. They send out a ping then "listen" to see how quickly it bounces back and that tells them how far the object is. While passive sonar is used to "listen" for distinct sounds the vessel makes (screws, water passing over the hull, metallic noises, etc...).
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Old 08-06-10, 10:49 AM   #10
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Nope. It is both a "sensing" and a range estimating apparatus. You can reveal a "silent running" sub with active sonar while you may have missed it on passive sonar.
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Old 08-06-10, 01:36 PM   #11
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IRL If the active rangefinding portion of the sonar is being operated, it would probably be best if the operator was not actually listening to the passive receiver, lest his ears be blasted by the ping. In fact, there may be an interlock that “blanks” the passive hydrophone receiver section while active sonar is being operated, to keep the operator’s ears, or the receiver itself, from being damaged.


SO yes, the capability possibly exists to try to listen passively while pinging, but it might not be a very wise thing to do.


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Old 08-06-10, 03:27 PM   #12
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Quote:
Originally Posted by Diopos View Post
regardless of how the game-code handles it, in game-play terms isn't the lone DD atempting to behave as pinging and listening simulteneously?
It tries, but it has its moment's where it fails miserably. The "one sensor at a time" mechanic also applies to YOUR sensor's. Next time your doing a submerged periscope attack, keep the scope down, and enjoy the passive sonar as reported by your AI crewman or map contacts. Then raise the scope when your targets in visual range, and watch the sonar contacts disappear. With the scope still up, ask your sonarman to follow the nearest contact and see what happens.
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Old 08-06-10, 03:39 PM   #13
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Quote:
Originally Posted by Ducimus View Post
With the scope still up, ask your sonarman to follow the nearest contact and see what happens.
That part annoys me. I lower the scope, get the sonar following the nearest contact, then up the scope.
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Old 08-06-10, 04:50 PM   #14
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Quote:
Originally Posted by Ducimus View Post
It tries, but it has its moment's where it fails miserably. The "one sensor at a time" mechanic also applies to YOUR sensor's. Next time your doing a submerged periscope attack, keep the scope down, and enjoy the passive sonar as reported by your AI crewman or map contacts. Then raise the scope when your targets in visual range, and watch the sonar contacts disappear. With the scope still up, ask your sonarman to follow the nearest contact and see what happens.
He, he. The extent of "shortcuts" the devs used in the game engine is unbelievable, isn't it? For me the "apocalypsis" was when I realized the fact that the map scale does not take into account latitude. "Flatland" anyone?


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Old 08-06-10, 05:42 PM   #15
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Game world is about 25% larger then in real life due to that flat map.

For fun, go here:
http://www.daftlogic.com/projects-go...calculator.htm

and try making a plot from say.. pearl harbor to the bungo straights, and then do the same in game, and note the distance variation.
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