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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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View Poll Results: How extreme do you want the torpedo mods to be? (please see the message body for explanation of term | |||
As is: general bug fixing and AI enhancement. |
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6 | 12.77% |
Above with: Advanced Wire Control and Sensor Modelling |
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5 | 10.64% |
Above with: Wire Lengths Limited to 10-13nm from launchpoint (reported as realistic) |
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7 | 14.89% |
Above with: Advanced Torpedo Physics |
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29 | 61.70% |
Voters: 47. You may not vote on this poll |
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#11 | |
Commander
![]() Join Date: Jan 2002
Location: Solar system, mainly on earth
Posts: 476
Downloads: 62
Uploads: 0
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![]() Quote:
As low frequencies are always (on quiet sub detection only, not always on surface ships) the first to be detected, this suppose the UUV have less capabilities than any "correct" (not 40 years old ...) modern spherical array. He should detect a quiet sub at much closer range than the spherical, in fact, only when medium frequencies could be heard. This doesn't work like this in DW unfortunatly ... If you could avoid the UUV to detect frequency before 200 hz (a complete "out of nowhere" value here, I don't know what is the sound spectrum capabilities of the UUV, but it should be quite limited because of the sensor size), then you will avoid the UUV to catch subs except at very short range, on medium frequencies, but you can use it at much longer distance on noisy surface ships. |
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