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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Loader
![]() Join Date: Feb 2014
Posts: 81
Downloads: 78
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1) Do the frequencies have any effect on gameplay? Like where you see in the file one sonar model operates at VL,L,M,H frequencies while another is only L,M
2) If it says SonarBaffle=150, does that mean a 150 degree angle behind the boat? 3) What does the SonarNoisePerKnot value do? 4) Is SonarOutput basically the "strength" of the active sonar ping? How far you can "see" if you go active? |
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#2 |
Seasoned Skipper
![]() Join Date: Jul 2007
Location: The Icy North
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1) Don't remember
2) Yes 3) It determines how much ambient flow noise saturates the sensor as you speed up. 4) It is the sonars output in dB. |
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#3 |
Loader
![]() Join Date: Feb 2014
Posts: 81
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Thank you.
Also, from the individual sub files, can you explain the difference between RudderTurnRate and TurnRate? |
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#4 |
Loader
![]() Join Date: Feb 2014
Posts: 81
Downloads: 78
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Nevermind, I think it is the amount of time it takes to actually move the rudder.
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#5 |
Loader
![]() Join Date: Feb 2014
Posts: 81
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If anyone is interested, here is a spreadsheet I made from a bunch of the data. You can save a copy to your PC and sort fields, compare, etc.
Subs, Sensors, and Weapons data |
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#6 | |
Swabbie
![]() Join Date: Aug 2018
Location: VA, USA
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#7 |
Bosun
![]() Join Date: Jan 2012
Location: United States
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So...why when adding/modifying the sensor_dispaly_names file, then reflecting those in the sensors file, then editing/modifying the sonarmodel in an individual submarine file does any of the edited/changed/modified submarine files display the towed array output such that the towed array always displays zero (0) while all of the other sonar modes work as intended?
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Then out spoke brave Horatius, the Captain of the Gate: to every man upon this earth death come soon or late. And how can man die better than facing fearful odds, for the ashes of his fathers, and the temples of his gods. |
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