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Old 01-06-08, 09:08 PM   #16
Rockin Robbins
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Default Yeah, go figure

I'd love to see the guys with multi-years of real sonar experience say what they'd like modeled and explain what that would do to improve a sub sim.
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Old 01-06-08, 09:12 PM   #17
AVGWarhawk
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I would like to model in a real layover in Pearl Harbor but that isn't happening. It just is not in the numbers.
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Old 01-06-08, 09:23 PM   #18
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Quote:
Originally Posted by Rockin Robbins
I'd love to see the guys with multi-years of real sonar experience say what they'd like modeled and explain what that would do to improve a sub sim.
I'd love to but it's just not in the numbers.
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Old 01-06-08, 10:12 PM   #19
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Quote:
Originally Posted by Rockin Robbins

OK, I'm finally done so everybody WAKE UP!!!!!!!

ZZ
ZZ
ZZZZ...HUH ??
Whud he say?





RR is alright, besides I get a kick out of some of his ( long winded ) post. And it doesn't hurt to learn something new in life.




Now be quiet RR while I finish my nap.
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Old 01-07-08, 12:29 AM   #20
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...buy you all a beer....now how does that thing with the kite, the key and the lightening storm go...

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Old 01-07-08, 12:43 AM   #21
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Default What a ST wants in a SIM

Quote:
I'd love to see the guys with multi-years of real sonar experience say what they'd like modeled and explain what that would do to improve a sub sim.
well speaking from my vantage point regarding WWII - there is no real point to adding "Sonar" realism in reagrds to Oceanography and how sound actually works. There has been some significant processing time spent in trying to figure it all out and generally speaking operational theater experience is generally as accurate or more accurate than 99 percent of the BS the contractors try to dime out to the USN. One thing I think could be done to make the sim more accurate is to dial back the detection ranges on skimmer active to about 2 - 3 kyds max. The frequency and accuracy of the systems were really only effective out to that range. I think as it stands now the game has the right "feel" to it for what they are trying to accomplish.
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Old 01-07-08, 01:24 AM   #22
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Quote:
Originally Posted by scrag
One thing I think could be done to make the sim more accurate is to dial back the detection ranges on skimmer active to about 2 - 3 kyds max. The frequency and accuracy of the systems were really only effective out to that range.
That would be nice, but right now there is only one range setting for passive sonar, so that's what we're stuck with.
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Old 01-07-08, 06:48 AM   #23
Rockin Robbins
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Default Neat!

Scrag is talking about active sonar. Passive is another kettle of fish. His wish goes double for me in sonar range for surface ships! Seems like TM is way too sensitive on ASW detection right now. My life isn't in danger unless I'm stupid, but attacking an escorted convoy is a big problem.

But what I'd love to tinker with is three separate passive sonar heads, plus one active head using more real characteristics. Then I'd love to have this console to play with:

This is just one illustration from the US Fleet Boat Sonar Manual. Not only did the different heads detect different frequencies of sound, but you had all kinds of filters and selective amplifiers to enhance what was detected to tease out the info you were interested in. I don't know about you, but that really blows my skirt up!

Of course there's no way for SH4. But this is a wish list. Maybe Ubi is wondering where to take their sub franchise and reads these things enough to pick up on our interest.
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Old 01-07-08, 07:34 AM   #24
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Default A little off topic

This has got bugger all to do with "numbers".....I think, LOL.
I was manning the sonar position during a mission the other day and thought it would be kinda cool if, online, certain posns could be assigned, (i.e. much like a flight sim wherein one person can be pilot another a turret gunner etc). I thought it would be interesting if I was on sonar and/or radar and assisting my online skipper. Anyone have thoughts on that? I realize it would probably only appeal to a few but if the game had that type of ability to permit more than one online player on a single sub to man certain positions I think it would have vastly more appeal for online play given the limited online concept as it stands currently.

As I mentioned the concept exists in flight sims in "crewed" bombers, if a position is not manned then AI automatically takes it. In some sims you can jump from position to position to minimize the boredom factor waiting for something to 'happen'. I just think this concept for online sub ops is an intriguing possibility.

Comments/criticisms/witticisms/or otherwise smartass remarks are welcome!!
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Old 01-07-08, 09:59 AM   #25
John Channing
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Dangerous Waters did exactly this, what... two years ago?

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Old 01-07-08, 12:29 PM   #26
tomoose
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Default Never tried it

Didn't know DW could have 2 or 3 people online in the same sub. It'd be a nifty addition to SHIV or the next iteration.
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Old 01-07-08, 01:17 PM   #27
Rockin Robbins
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That's my cue!

Quote:
Originally Posted by tomoose
As I mentioned the concept exists in flight sims in "crewed" bombers, if a position is not manned then AI automatically takes it. In some sims you can jump from position to position to minimize the boredom factor waiting for something to 'happen'. I just think this concept for online sub ops is an intriguing possibility.

Comments/criticisms/witticisms/or otherwise smartass remarks are welcome!!
As quasi-official SUBSIM member in charge of smart-ass comments I'm coming up empty here.

Logically, Ubi should be exploiting all possible nitches of the WWII subsim game, and one would be a cooperative/competitive game where team members manned different stations on a single ship, with different teams in the submarines and escorts. If a station were abandoned during play or not manned it would be replaced by AI, like you said. It would be sort of an online FPS version of SH4 as Renegade is for Command and Conquer. I'd be playing it!
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Old 01-07-08, 03:59 PM   #28
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Default RR

hear, hear.
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