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Old 02-27-10, 01:17 PM   #16
Nisgeis
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Originally Posted by Frnocom View Post
Holy Smokes....."Realistic Sound Travel Time"
I bet that's only for above water sound. SH4's underwater sound travelled at the speed of light. Still, I can hope .
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Old 02-27-10, 01:43 PM   #17
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"Deck gun projectile path"-what, they put a colored parabolic trail on your shells, a quasi-tracer?
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Old 02-27-10, 01:46 PM   #18
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Originally Posted by difool2 View Post
"Deck gun projectile path"-what, they put a colored parabolic trail on your shells, a quasi-tracer?
The screenshots from the German mag showed what looked like a blue dotted line to help aim the gun on easy level. That might be it.
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Old 02-27-10, 01:47 PM   #19
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Originally Posted by Nisgeis View Post
I bet that's only for above water sound. SH4's underwater sound travelled at the speed of light. Still, I can hope .

I would hope so. Sound travels much much faster through solids and liquids than it does through air.
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Old 02-27-10, 02:17 PM   #20
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We are still in the same place !!!

The worst possible solution. If someone forgets to set correctly signed to fair-play clan game and start play multiplayer then what?

I wrote on the UBI forums:

1) Let the host manages this option
2) New option: KIA = signatures on, SURV = signatures off


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Old 02-27-10, 02:29 PM   #21
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Originally Posted by Frnocom View Post
I would hope so. Sound travels much much faster through solids and liquids than it does through air.
About twice the speed in water than in air, but still nowhere near instantaneous.
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Old 02-27-10, 02:37 PM   #22
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Originally Posted by Nisgeis View Post
About twice the speed in water than in air, but still nowhere near instantaneous.
I think it's more like over 4 times as fast as in air and it would be nice hearing a thud in the water 4 times faster than above the waterline =P
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Old 02-27-10, 02:39 PM   #23
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Quote:
Originally Posted by Nisgeis View Post
About twice the speed in water than in air, but still nowhere near instantaneous.
I don't mean to keep going with this, but if the facts in wiki are anywhere near correct (one can't believe everything on there), it states sound through air is 343 m/s, where through water it is 4.3 times faster at 1484 m/s. Of course there are many variables.

Wiki Link

Anyways....I'm just glad to have this option, even if it isn't in effect below the surface.

edit: uppp^^^...you beat me to it.
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Old 02-27-10, 02:52 PM   #24
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Quote:
Originally Posted by Frnocom View Post
I would hope so. Sound travels much much faster through solids and liquids than it does through air.
i think about 330m/s in air and about 1530m/s in seawater. Depending on temperate and pressure..
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Old 02-27-10, 02:59 PM   #25
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Quote:
Originally Posted by Frnocom View Post
Holy Smokes....."Realistic Sound Travel Time"
That's already in SH4 - three years old now.

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Huh?
Oscar was reviving an old joke: Take something very minor, act as if it's the most important thing in the game, and say you won't buy it for that reason. Most of us have done it at one time or another.
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Old 02-27-10, 03:02 PM   #26
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Quote:
Originally Posted by Frnocom View Post
I don't mean to keep going with this, but if the facts in wiki are anywhere near correct (one can't believe everything on there), it states sound through air is 343 m/s, where through water it is 4.3 times faster at 1484 m/s. Of course there are many variables.
Whatever it is, it has a speed, which was my point... it's not instantaneous, as it was in SH4 with the 'realistic sound travel' turned on. Let's hope it's fixed this time round!

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i think about 330m/s in air and about 1530m/s in seawater. Depending on temperate and pressure..
And salinity (more salt makes it faster as it's more dense) ;-)
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Old 02-27-10, 03:03 PM   #27
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Quote:
Originally Posted by tommyk View Post
i think about 330m/s in air and about 1530m/s in seawater. Depending on temperate and pressure..
I'm impressed

No need to look it up now
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Old 02-27-10, 03:20 PM   #28
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And salinity (more salt makes it faster as it's more dense) ;-)
jupp, thats why I wrote 'seawater', more specific 'north atlantik seawater', but I think we have it good enough

would be interesting to hear the sonar reporting the explosion and then hear it 'yourself' in the tower... but quickjump from sonar to tower is not possible i think..

cheers
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Old 02-27-10, 03:26 PM   #29
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Quote:
Originally Posted by tommyk View Post
jupp, thats why I wrote 'seawater', more specific 'north atlantik seawater', but I think we have it good enough

would be interesting to hear the sonar reporting the explosion and then hear it 'yourself' in the tower... but quickjump from sonar to tower is not possible i think..

cheers
Hydrophones are more sensitive than unaided ears, just as binoculars outperform the naked eye. The sound doesn't travel to the hydrophones any faster though. The soundman can hear things no one else aboard can, but if it's something everyone can hear, he won't hear it any sooner.
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Old 02-27-10, 04:31 PM   #30
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...but if it's something everyone can hear, he won't hear it any sooner.
How come, if the sound source in question radiates into water and air both, and soundwaves are known to travel faster through liquids & solids than gases? Enquiring buggers with tiny minds want to know

PS / EDIT: Got it. Within typical hydrophone detection ranges the delay between the two is so short that it's not detectable by ear, right? AFAIR the shortest delay the human ear / brain combo decodes as an aural delay is some 20-30 milliseconds, and anything less than that is heard as a phase shift / comb filter effect... am I right?

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