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#4 | |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
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![]() Quote:
In my experience, the acoustics engine is functioning more or less the way it was intended that it function with and without the Mod (the mod needs to be adjusted somewhat now in order for it to function the way it probably should). The sonar modelling is never going to have the complexity of a that a commericial grade sound propagation model would have in terms of multipath tracing for each narrowband frequency from a single contact, so that means the layer effects are modelled such that it would make for acoustics that are close enough for good gameplay using real tactics. Since I started playing with 1.03b I have really enjoyed my games a bit more because the acoustics now have to be judged in a more complex way and the acoustic conditions are sometimes difficult to judge. One time I had two lines on an opponent and he was over 30nm in a CV... not some may say this is not realistic for quiet subs but I don't know that. Now torpedoes can be fired above or under layers so that your opponent doesn't get a TIW call until the torpedo has enabled and gone deep or he has come shallow and you are degrees off the original bearing. I think experience will show that all simplicifications for good reason aside, the new sonar model is great for gameplay and miles above what has been had previously.
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