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Old 06-14-06, 01:45 AM   #1
Nexus7
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SQ, I could've bet 100$ that you was going to answer this :rotfl:

From your answer I understand there is no efficent procedure so far, to predict opponent's knowledge using maths.

When I was playing the game correctly, with aTMA always off (the times of ASAT with the Seawolves), the TMA work gave me quite a quantity of material to start making considerations on my opponent. I remember I was able to guess if he detected me or not, if he was about to find me or not and such.

Maybe the profis know when they've been counterdetected by watching enemy's moves?

I should force myself to study and use manual TMA again Makes the game so much more interesting
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Old 06-14-06, 06:46 PM   #2
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You're not going to get many answers here because it comes down to operational procedures, and thus security.

But you can predict sonar performance fairly well, for both sides. But you normally very much overpredict the performance of your opponent's sonar to give yourself a cushion.
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Old 06-14-06, 08:54 PM   #3
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Quote:
Originally Posted by Nexus7
From your answer I understand there is no efficent procedure so far, to predict opponent's knowledge using maths.
In principle, you could predict your opponents sonar performance if you know what values to plug into the acoustics models in order to accurately represent your opponents systems. That's the kind of thing that intelligence services try to come up with.

Quote:
I remember I was able to guess if he detected me or not, if he was about to find me or not and such.
Right... that's more intuition, than anything hard, though.

I'm really not able to discuss a lot of this stuff much further.
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Old 06-15-06, 10:06 AM   #4
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This has probably been asked before and I don't know where to post this so I'll spam in my own topic.

Reading about countermeasures i had to think, ain't it possible to make an enemy sonar station totally blind? For example, in game, when a torpedo explodes the sonar is "blinded".
I think that the actual tech-level should allow to "fire" a lot of noise in direction of the contact blinding his sensors?
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Old 06-15-06, 10:52 PM   #5
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Quote:
Originally Posted by Nexus7
Reading about countermeasures i had to think, ain't it possible to make an enemy sonar station totally blind? For example, in game, when a torpedo explodes the sonar is "blinded".
I think that the actual tech-level should allow to "fire" a lot of noise in direction of the contact blinding his sensors?
That's sort of an artifact of the simulation. While typically people model ambient noise as omnidirectional, in reality ambient noise is highly directional. So you can't really "blind" a sensor that way. Unless the sensor is omnidirectional, you just turn the sensor away from the noise.
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Old 06-17-06, 08:36 AM   #6
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Quote:
Originally Posted by SeaQueen
That's sort of an artifact of the simulation. While typically people model ambient noise as omnidirectional, in reality ambient noise is highly directional. So you can't really "blind" a sensor that way. Unless the sensor is omnidirectional, you just turn the sensor away from the noise.
But if direction of the noise is also direction of the target you track... like torpedo warhead detonating between you and your target.
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Old 06-17-06, 04:21 PM   #7
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Since Noise is very directional, I'd expect an explosion to blind only a little portion of my sensors, instead, it blinds the whole spectrum.

Now I assume, the noise can be directed to a bearing with the amount of error you like. If I am able to cover some degrees down my bearing this would be a success
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Old 06-17-06, 08:42 PM   #8
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Quote:
Originally Posted by Nexus7
Since Noise is very directional, I'd expect an explosion to blind only a little portion of my sensors, instead, it blinds the whole spectrum.
You don't need an explosion. Any broadband signal will work. You can make a sensor "blind" to you by keeping another ship along the same bearing as you. In broadband, you look like one signal. In narrowband, you get overlapping narrowband signatures, so you can't really pick the two apart. There's nothing new here. In the game we call these things "passive countermeasures."
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