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Old 10-22-20, 12:52 PM   #1
xnonix
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Hey Boris,
great work on v0.2.1. Now the game is much more balanced.

Feedback:

1. I had several crashes to desktop when I drop a contact that is merged with an active source or marked ping on BB.

2. Torpedo range is too short even with the lowest "speed to activate" settings. I have to see the replay to see if this is correct.

3. If we could change bearing of data samples by draging them would be nice. I'd like to change wrong samples of a tracker that followed the wrong target after crossing.

4. For the first time I tried the active sonar and now is much more usefull because targets are far enough for you to feel safe on using it.

You fixed lots of my suggestions about the sim and I only can say thank you very much for the good work.

Regards.
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Old 10-22-20, 03:36 PM   #2
Boris-Barboris
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Quote:
Originally Posted by xnonix View Post
Hey Boris,
great work on v0.2.1. Now the game is much more balanced.

Feedback:

1. I had several crashes to desktop when I drop a contact that is merged with an active source or marked ping on BB.

2. Torpedo range is too short even with the lowest "speed to activate" settings. I have to see the replay to see if this is correct.

3. If we could change bearing of data samples by draging them would be nice. I'd like to change wrong samples of a tracker that followed the wrong target after crossing.

4. For the first time I tried the active sonar and now is much more usefull because targets are far enough for you to feel safe on using it.

You fixed lots of my suggestions about the sim and I only can say thank you very much for the good work.

Regards.

1. For the life of me I cannot reproduce the bug. Can you start the game from the command line? Shift+RClick empty space in the dsubs game folder, "Open command window here", then type dsubs_client.exe and press Enter. After the crash it should print something useful.
More precise/simpler reproduction procedure is welcome.

2. 11200m, maybe, let's this how the current value plays out. I'm not sure having an all-map-ranged (14km) weapon is a good idea.

3. yeah, this one is planned.
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Old 10-23-20, 05:32 AM   #3
xnonix
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Hi,

I want to talk about the BB screen a bit more.

Trackers: Trackers lose it sound source for a louder one quite easy. I think in reality every sound source has it own signature and trackers follow this signatures (tonals). Only in the case 2 sources have the same tonals, then the tracker could lose the correct one.

What do you think about it?
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Old 10-23-20, 07:21 AM   #4
Boris-Barboris
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Quote:
Originally Posted by xnonix View Post
Hi,

I want to talk about the BB screen a bit more.

Trackers: Trackers lose it sound source for a louder one quite easy. I think in reality every sound source has it own signature and trackers follow this signatures (tonals). Only in the case 2 sources have the same tonals, then the tracker could lose the correct one.

What do you think about it?



Unfortunately this is very hard to do in Dsubs. I don't plan to do any DSP/narrowband stuff on the client in the near future, so I'll have to improve the existing code and make the process of fixing tracker mistakes easy.

Dsubs does not abstract away tonals from the actual sound like DW does, but streams the sound to you, so you can use your ears, and it's hard to extract tonals from the sound properly. Maybe after the release there will be a proper spectrum analysis, but certainly not soon.

I'd like to focus on scenario and unit variety now.
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Old 10-24-20, 06:45 AM   #5
xnonix
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Some questions about sound on BB:

Is the sound of a contact related with its speed?
Are the 3 blades, 5 blades and 7 blades modeled in the sound of the sim?
For what my ears tells to me, is the same sound at different speeds and I don't know if is related to speed or to number of blades, or both.

Is there a way that you can tell what type of boat are you listen to?

Thanks in advance.
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Old 10-24-20, 06:57 AM   #6
Boris-Barboris
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Quote:
Originally Posted by xnonix View Post
Some questions about sound on BB:

Is the sound of a contact related with its speed?
Are the 3 blades, 5 blades and 7 blades modeled in the sound of the sim?
For what my ears tells to me, is the same sound at different speeds and I don't know if is related to speed or to number of blades, or both.

Is there a way that you can tell what type of boat are you listen to?

Thanks in advance.

The faster the target goes, the faster is the propeller "beat". Also, cavitation noise spectrum is distinct and changes the contact noise on higher speeds.


Yes, you can hear the number of blades, civilian traders have 3-blade screw, Stork has 5 blades, Lima has 7. If you listen closely to the beat of the trader, you shoud hear:


...woof-woof-WOOF-woof-woof-WOOF-...


each 3rd beat is louder. For 5-blade each 5th, and so on. Try listening to your own noise with towed array during a turn, you shoud get the difference.


Yes, all boats sound different. I would really like for the player to be able to tell what he hears so I plan to gradually teach possible sounds to him during the campaign, I hope this is possible with proper scenario design. I also plan to add some more discriminating machinery/crew/music sounds to help the player with classification.
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Old 10-24-20, 07:05 AM   #7
xnonix
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Wow, sounds nice.... I will train my ears!
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