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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#24 |
XO
![]() Join Date: Oct 2010
Location: Chicago, Ill.
Posts: 409
Downloads: 15
Uploads: 0
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Just to add my 2 cents worth,
1. You NEVER want to go 'active' on a military ship, if they have any kinda passive sonar you will give them the vector your on and all they have to do is travel down that vector pinging, and they find you. 2. Unless your closing in for a kill you will almost always want to be below the layer. The layer is the boundary between warmer surface waters and the colder 'depths', and normally where sounds from the surface are reflected back toward the surface. Below this layer sound is generally reflected down until pressure refracts is back upward. I have verified the game does indeed model this as hunting destroyers usually cant find you (unless they're right on top of you) if your running silent below the layer. 3. I haven't noticed if the game imitates a doppler shift from shipping noise or active sonar, but it is present in aircraft, I can't imagine why it wouldn't be present in the game for underwater sound (you fellow sonar guys know what I'm talking about). I'll be paying more attention to this in the future. 4. I'm not a WW2 historian but before the advent of audio processing computers sonar operators could tell what type of contact they were tracking simply by listening to the noise it made. The game does a good job of recreating this but there's always room for improvement. There is a difference between tanker noise and a carrier, I'm just not sure how accurate it is (or how accurate it really needs to be), luckily this is an area that can be modded. This game's sonar is nowhere near the sonar in 688(i) but I can't complain, it could be alot worse. (Me- ex S-3a senso)
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