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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
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That's not something I know... perhaps you could PM FryingTiger?
Cheers, David Will do.
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LW ![]() ![]() Last edited by Fish; 07-06-07 at 09:35 AM. |
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#2 | |
Soundman
![]() Join Date: Sep 2004
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![]() Has run away? ![]() ![]()
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-+= I the ocean hunter, and I am dangerous =+- *** Kalashnikov - the best *** |
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#3 |
Soundman
![]() Join Date: Sep 2004
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Sonalysts Game Design Notes:
The passive sonar modeling in Sub Command was modified from 688I in an effort to upgrade the sonar detection and classification performance. Sub Command models the individual variables in the passive sonar equation: Passive Sonar Signal Excess = Radiated Noise - Propagation Loss - Interfering Noise - Recognition Differential 1. Radiated Noise is the initial source level of the signal that emanates from the contact. Broadband radiated noise varies with speed, narrowband radiated noise does not. 2. Propagation Loss is the amount of loss the source signal sustains as it travels from the contact to the sonar. Sub Command calculates proploss on the fly, accounting for the loss due to interaction of the signal with the acoustic boundaries (surface, bottom, and thermal layer) and the attenuation loss of the signal as a function of range. 3. Interfering Noise is a combination of background noise (sea state, rain, shipping density) and self noise (noise emanating from the detecting ship) that is a function of own ship speed.. 4. Recognition Differential is how well a sonar system can differentiate a signal from the background noise. Sub Command models separate sonar Recognition Differentials depending on sonar type and model. All these variables are modeled in Sub Command to determine whether or not to display a signal on a sonar screen, and how brightly to display the signal. Broadband radiated noise varies by platform class, and is adjusted for target speed. Broadband radiated noise values are modeled for representative frequencies in the 2 kHZ - 4kHZ range. ???!!! Narrowband radiated noise is modeled by assigning a narrowband profile to each appropriate platform - 5 discrete narrowband frequencies. The 5 discrete narrowband lines range in frequency from 50 Hz - to - 2 kHZ. All U.S. built ships will have a 60 HZ lines because the U.S. uses 60 cycle electrical equipment. The rest of the world uses 50 cycle electrical equipment, so their narrowband profile will have a 50 HZ line. Low frequency signals propagate through water with much less loss than do high frequency signals. Therefore, in most cases the best/initial detection sensor will be the detection of narrowband lines on the towed array. The window at the top of the Narrowband Station allows the user to perform a narrowband search. Even though a signal is not visually apparent in the search window, moving the cursor through all the bearings may discover a narrowband contact line that will then be displayed in the middle window. This occurs because the sonar system is able to pull a signal out of the noise. This is the systems Recognition Differential. This is the reason why an auto Sonarman will report a contact that the player does not visually see on the Broadband screen. The lower frequency lines will be detected first as the range between ships closes, and the brightness of the lines will depend on the calculated Signal Excess. The Broadband Station will generally detect after detection has been made on the Narrowband Station. Towed arrayed broadband will detect first over the spherical and cylindrical arrays because of it's lower frequency band and better recognition differential. However, spherical and cylindrical array detections eliminate the problem with the ambiguous towed array detection. The environmental inputs for each mission have a major effect on the sonar detection performance. The inputs are environmental profile type (surface duct, convergence zone, bottom limited), bottom type (rock, mud, sand), and sea state (0-5). The depth of the water is also a major factor. These inputs are available in the mission editor.=========================== All that is written above - complete false. That that is declared, obviously does not work. To deceive very bad... Damn It and more damn it!
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#4 | |
Grey Wolf
![]() Join Date: Mar 2005
Location: Germany
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#5 | ||
Soundman
![]() Join Date: Sep 2004
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![]() Quote:
Since then nothing has changed - as in that game it did not work, so on former does not work and in DW. The realization of Speed vs Noise, this one, and work of all acoustic model as a whole is another.
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-+= I the ocean hunter, and I am dangerous =+- *** Kalashnikov - the best *** |
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#6 |
Watch
![]() Join Date: Jul 2007
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Just a quick question for you experts. I am very new to this game, so I am still learning the ropes... Downloaded this mod and very much liked the new models, improved torps and missiles behaviour. However, just two days ago I ran into a small problem (in my opinion). I was in Akula-I sneaking at 2 knots with towed sonar fully extended. At the same time 688I was fighting with another sub nearby. I could not detect him at all. I checked the Show truth part and here he was going at 11 knots 48 meters deep about 6.5 nm from me! From what I have read and heard about Akula, that sub should of picked up 688I going that fast that close to me. Is this mod a little bit anti-Russian or 688I is really that quiet?
Also I noticed that Akula's didn't get the new skin like Victor, Typhoon or Oscar. Still has that rediculous rusted piece of sh... look from vanilla game. I noticed that TLAM Strike has a cool looking model in his avatar (or whatever that is). Did I download just a part of the LA mod, not the full version? |
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#7 |
Electrician's Mate
![]() Join Date: Feb 2007
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What array were you looking on, and were you looking on the Narrowband or Broadband display?
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