SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Modern-Era Subsims > Dangerous Waters
Forget password? Reset here

View Poll Results: Should I add a "dipping sonar" to the FFG AI helo?
Yes 34 97.14%
No (please explain) 1 2.86%
Voters: 35. You may not vote on this poll

Reply
 
Thread Tools Display Modes
Old 03-03-06, 03:13 AM   #1
LuftWolf
Ocean Warrior
 
Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
Default LuftWolf and Amizaur's Realism Mod Poll #7: FFG Helo Dipper

As it turns out, adding a (passive) dipping sonar that would work on the FFG helo is theoretically as easy as adding a sonar sensor to the MH-60 with a vertical offset of 300ft+ and a max speed of say 8-15 knots.

Basically, the way it would work, is that the helo, flying at its default height of 300ft, would always have the sensor "in the water" but it would be washed out except when the helo is stopped.

So, basically it WOULD be a dipping sonar in all functionality, EXCEPT that the helo would not actually dip to use it, and there would be no delay as with a human helo.

I could even give it a very deep sensor as well as a shallow one for use with layers (I am contemplating doing this for AI dipping sonars on other helos and the TA on AI ships).
__________________
LW
LuftWolf is offline   Reply With Quote
Old 03-03-06, 03:28 AM   #2
goldorak
Admiral
 
Join Date: Apr 2005
Posts: 2,320
Downloads: 0
Uploads: 0
Default

I'd say go for it, at least until SCS does an official fix for this issue.
One thing I don't understand is if the "dipping sonar" is always in the water (for helo at 300 ft) does the wire break if we exceed a threshold speed ?
goldorak is offline   Reply With Quote
Old 03-03-06, 03:38 AM   #3
LuftWolf
Ocean Warrior
 
Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
Default

It's not really a dipping sonar... it would just be a sensor assigned to the helo that is offset from the center of the platform by some assigned depth.

The game engine does not require an actual mast or cable for a sensor to be offset from a platform, this is the same way the dipping sonar works for the other AI helos (its just they follow doctrine commands exclusively and can be made to "lower" the sensor into the water) as well as sonobuoys.
__________________
LW
LuftWolf is offline   Reply With Quote
Old 03-03-06, 04:01 AM   #4
goldorak
Admiral
 
Join Date: Apr 2005
Posts: 2,320
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by LuftWolf
It's not really a dipping sonar... it would just be a sensor assigned to the helo that is offset from the center of the platform by some assigned depth.

The game engine does not require an actual mast or cable for a sensor to be offset from a platform, this is the same way the dipping sonar works for the other AI helos (its just they follow doctrine commands exclusively and can be made to "lower" the sensor into the water) as well as sonobuoys.
Ok, I undestand.
What I'm trying to say is will you be able also to model the "wire breaking" if we exceed a certain speed ?
Can you assign to this sensor a paramter/variable to model the "wire" so that if we go at 200knots the "dipping sonar" is rendered definitely useless. ?
It wouldn't be good for realism if we had helo going very fast with the "dipping sonar" extended and never breaking.
goldorak is offline   Reply With Quote
Old 03-03-06, 04:04 AM   #5
Dr.Sid
The Old Man
 
Join Date: May 2005
Location: Czech Republic
Posts: 1,458
Downloads: 6
Uploads: 0
Default

Well since you can't control height of the OHP hellos, there is no point in modeling wire-breaking speed.
Let's do it ! It is not as good at is could be (placing 'listen for a while' waypont for helo) no active sonar, but good idea until we have something better.
Balance can be an issue for older scenarios, but lot other patch features affect this.
Dr.Sid is offline   Reply With Quote
Old 03-03-06, 04:08 AM   #6
LuftWolf
Ocean Warrior
 
Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
Default

I think you might have missed the point...

I can set the sensor to be always in the water, but not effective if the helo is moving.

The only practical consequence of doing it this way is that there is no delay in the sonar becoming effective when the helo stops... and this I can compensate for by making the sensor less sensitive than the sensor for the human dipping sonar.

Give me some more credit than that sid...

I have been testing this, and it works beautifully.
__________________
LW
LuftWolf is offline   Reply With Quote
Old 03-03-06, 04:10 AM   #7
goldorak
Admiral
 
Join Date: Apr 2005
Posts: 2,320
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by LuftWolf
I think you might have missed the point...

I can set the sensor to be always in the water, but not effective if the helo is moving.

Give me some more credit than that sid...

I have been testing this, and it works beautifully.

Ah, so the "ai pilot" never forgets to "retract" the dipping sonar when going from location a to location b.
I'm drooling on this improvement
goldorak is offline   Reply With Quote
Old 03-03-06, 04:28 AM   #8
Dr.Sid
The Old Man
 
Join Date: May 2005
Location: Czech Republic
Posts: 1,458
Downloads: 6
Uploads: 0
Default

Oh .. sorry oh Greatone who make our lives bright !
Here it is: *CREDIT*
Dr.Sid is offline   Reply With Quote
Old 03-03-06, 04:30 AM   #9
LuftWolf
Ocean Warrior
 
Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
Default

:rotfl: :rotfl: :rotfl:

I was just kidding... although, I have been known to get excited over nothing before, so perhaps you were justified at being skeptical.

Still, all kidding aside, this works beautifully and it's totally badass.
__________________
LW
LuftWolf is offline   Reply With Quote
Old 03-03-06, 05:51 AM   #10
XabbaRus
Navy Seal
 
Join Date: Sep 2001
Posts: 5,330
Downloads: 5
Uploads: 0


Default

Decent workaround for the time being.

I'd say do it.
__________________
XabbaRus is offline   Reply With Quote
Old 03-03-06, 06:04 AM   #11
Bellman
Sea Lord
 
Join Date: Feb 2004
Posts: 1,945
Downloads: 220
Uploads: 0
Default

:|\ All aboard for a cruise in the FFG now !!

Nice one LW - and a good compromise to balance increased speed of deployment with reduced sensitivity.

Can you kindly give us some idea of the order of the magniitude of the reduction ?
__________________

Liberty, Equality, Fraternity
Bellman is offline   Reply With Quote
Old 03-03-06, 07:03 AM   #12
SeaQueen
Naval Royalty
 
Join Date: Jun 2005
Location: Washington, DC
Posts: 1,185
Downloads: 0
Uploads: 0
Default Re: LuftWolf and Amizaur's Realism Mod Poll #7: FFG Helo Dip

It sounds a lot like what is done in Harpoon, where every time a helo with a dipping sonar hovers, it's assumed to have dipped.
SeaQueen is offline   Reply With Quote
Old 03-03-06, 10:18 AM   #13
Molon Labe
Silent Hunter
 
Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
Default

Not a bad idea at all; I would just be careful to test it "at the margins" so that it isnt' doing anything too wierd. In particular, I'd worry about "accidentally dipping" when it partially stops at a drop buoy/weapon waypoint or something like that.

Maybe if you kept the washout speed a bit lower than for the player-helo it would be OK (assuming it isn't now).
__________________
Molon Labe is offline   Reply With Quote
Old 03-03-06, 02:41 PM   #14
Mau
Sonar Guy
 
Join Date: Jun 2005
Posts: 382
Downloads: 3
Uploads: 0
Default

Just confirm however that it is only when in the scenario it is designed that the helicopter will be 200 ft or less?

How is it working right now with the present ''fix'' we can find on the Subguru site? Basically the same way?

That would be a good idea yes.

Looking forward to see the fix to positively change the altitude of the AI helicopter so that we can dip and as well keep a good maritime picture around the ship!

Excellent Luftwolf!!!!!!!!
Mau is offline   Reply With Quote
Old 03-04-06, 07:37 AM   #15
BigBadVuk
Ensign
 
Join Date: Jan 2006
Location: Belgrade,Serbia
Posts: 222
Downloads: 6
Uploads: 0
Default

Do it!....It is bether than nothing....If u use all VLADS and DICASS..u have to retrive your hello...This way u dont have to!
__________________
Any ship can submerge..
Only submarine can surface!
BigBadVuk is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 05:34 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.