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Old 08-16-07, 11:34 AM   #14
Ducimus
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The implentation of how active sonar works, i beleive was always done in the way it was done, to make up for short comings.

As i understand, real sonar, projects itself as narrow 15degree flashlight beam, sweeping from side to side. Sonar in these games does not do that. It does not sweep from side to side, it is afixed onto the front end of the escort like a floodlight.

Now i've seen efforts to make the beams geometry more realistic (IE reduce the beam to 15 degrees wide) and what happends is the AI can't detect anything. So i think what happened when the game was designed, was the need to enlarge the sonar beam, and then add variables to it that say, "yea, or nay" on being detected. In code, while it doesnt work like a real sonar, but i'd argue that in play, the effects on player behavior to avoid detection (or escape after having been detected) are nearly the same. In short, it doesnt recreate sonar, it emulates it. If it wasn't for some joker like me who's spent the last 3 years observing, analyzing, and tweaking the AI' sensors, i honestly don't think people would know any better.



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