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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#121 | |
Ace of the Deep
![]() Join Date: Jan 2006
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The sensitivities are about the same as LWAMI. For example towed arrays are -8 to -12, no great changes there. The range of submarine noise levels is HORRIBLY compressed. A Seawolf is 55 Passive SL base. A Victor I is like 62 or 63. In LWAMI a Seawolf is 56 (+/-1 don't remember), and a Victor III is 68. Theoretical noise rise with speed is similar to LWAMI (+15-+25 at full speed), but darn if I saw that effect last night. Last edited by Kazuaki Shimazaki II; 11-18-08 at 12:19 AM. |
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#122 | ||
Chief
![]() Join Date: Dec 2005
Posts: 326
Downloads: 5
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just finished upgrading to beta and I'm going to resume testing now... this time I'm going to test just outside passive detection range, and have the target platform approach from a perpendicular from std, 1/3 and even 1 kts what i'm expecting to see is there should be three detection ranges for each speed. I'm testing worst case surface duct, which is above the layer. edit: range to target < 33nm, vs 15kts, 5kts, 1kts (in time compression :P)
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Dynamic Mission Objective MP / Download Available ![]() Freelancers’ guild / DW mission objectives MP Last edited by suBB; 11-18-08 at 01:28 AM. |
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#123 | |||
Chief
![]() Join Date: Dec 2005
Posts: 326
Downloads: 5
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manually scan NB sonar as I always do and record range of target as soon as NB detection is made, target inbound from < 33nm... ..and all i really have to say is.... rig for ultra quiet... ![]() The passive sonar performance in beta exceeds my expectations and based on my results in beta, the performance is definately proportional to speed as well as platform. I think I've found the answer i was looking for, thanks everybody for participating. the problem was definately on my end by not having the most recent version, and by upgrading to beta, i think i now see the light ![]() now that I have a better feel for passive sonar performance, I need to test CZ, and possibly BL, then see which SSP is suitable for my needs. ![]() |
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#124 |
Sea Lord
![]() Join Date: Jul 2002
Location: Pacific NW
Posts: 1,894
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Excuse me for being an impatient bugger, but would it be possible to make this Beta available to more than just a few people?
PD |
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#125 | |
Admiral
![]() Join Date: Apr 2005
Posts: 2,320
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#126 | ||
Sea Lord
![]() Join Date: Jul 2002
Location: Pacific NW
Posts: 1,894
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PD |
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#127 |
Loader
![]() Join Date: Apr 2002
Location: Switzerland
Posts: 90
Downloads: 3
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With RA, I have been killed by a AI sub for the first time since long. I was driving a Akula II and came across a 688(i). I was transiting at 10 knots when the first thing I noticed was a pair of torps inbound. I made an early evasion and gained contact on him. While I was plotting my own attack he launched a second salvo. I again initiated a relaxed evasion at about 14 knots that seemed to work well when suddently I was hit. Apperantly he shot a active AND a passive ADCAP. That completely caught me by surprise
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#128 |
Loader
![]() Join Date: Sep 2007
Location: Canada
Posts: 89
Downloads: 37
Uploads: 0
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Well, it looks like i will be using RA now. Castout, any word on final release date? SubBB, looking forward to those missions. Anyone up for MP this weekend?
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MAD MARK, FULL SCALE! |
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#129 | |
Ace of the Deep
![]() Join Date: Jan 2006
Posts: 1,140
Downloads: 5
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#130 | ||
Chief
![]() Join Date: Dec 2005
Posts: 326
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you guys were leading in most recent version... and i was lagging and needed to catch up? in other words, you all had versions that included the 'phoon, i had a version that didn't and i was conducting testing with the wrong version. So my reference to 'beta' is the version that includes the 'phoon. |
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#131 | |
Chief
![]() Join Date: Dec 2005
Posts: 326
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If cunning and stealth are more up your ally, go blue. If being the aggressor suites you, go red. for the utmost experience, eventually you should try both sides. Just prepare yourself for the unexpected; anything can happen at anytime each time this map is played. Molon, To Be, Fragmaster, Blee Annoying, Mahuja and others helped me test and optimize the map to functional status. MP scenarios for RA are going to take time; there's lots O' testing i need to do before i consider a design. hope you enjoy the map and the experience ![]() |
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#132 |
Loader
![]() Join Date: Sep 2007
Location: Canada
Posts: 89
Downloads: 37
Uploads: 0
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who has the link or files for the beta? I wouldnt mind trying it as i wait for the "final" of RA. I need to reload it anyways, deleted DW after a mishap by mistake.
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MAD MARK, FULL SCALE! |
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#133 |
Admiral
![]() Join Date: Apr 2005
Posts: 2,320
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Has anyone figured out how to use and visualize the tv mode of the uuv ?
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#134 | |
Chief
![]() Join Date: Dec 2005
Posts: 326
Downloads: 5
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now that i'm current (version with typhoon) I'm going try some more SSP, environ and active TX tests, but after that, i'm going to try the UUV TV thing again. ![]() i figure a good test would be to have a stationary sub that is 3nm from ownship, then fire the UUV in TV mode and see what you can see... i'm thinking that in order to visually see what the UUV sees, and you don't have a gun camera like the FFG, the TV screen could be the HF station itself.. i dunno.. :hmm: Plus i'm starting to see little details here and there that really make this mod great ![]() |
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#135 | |
Silent Hunter
![]() Join Date: Nov 2006
Location: Jakarta
Posts: 4,794
Downloads: 89
Uploads: 6
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If you didn't notice signal difference between slow moving and fast moving target you were probably too far out so you were only detecting a long(long/far is relative and it's substantially lower for RA than LWAMI) fast moving noisy target and wasn't able to detect the slow moving one at all. To compare both target must be duly detected. The difference may not be noticeable in STA but most probably be visible either in ITA or LTA mode. Like wise many detection will occur solely in ITA or LTA first before becoming visible at all in STA. It's a different game with different rules and estimates.
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Last edited by Castout; 11-18-08 at 03:37 PM. |
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