![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#31 | |||
Navy Dude
![]() Join Date: Feb 2005
Location: Germany
Posts: 176
Downloads: 0
Uploads: 0
|
![]() Quote:
![]() |
|||
![]() |
![]() |
![]() |
#32 | ||
Samurai Navy
![]() Join Date: Sep 2001
Location: Flanders
Posts: 569
Downloads: 4
Uploads: 0
|
![]() Quote:
Quote:
The "O" in H2O is not air, the air in water is just like the air we breathe, mostly nitrogen (N2) and oxygen (O2) plus some smaller amounts of other gases. This is dissolved in water, and goes out of solution when pressure is lowered or temperature raised. If you boil some water and see bubbles forming long before you reach the boiling point of water, that's dissolved air going out of solution. This is also the air that fish breathe (the O in H2O is not accessible for their metabolic mechanism), which explains why fish have problems in warm water: there is not enough dissolved air at elevated temperatures. |
||
![]() |
![]() |
![]() |
#33 | |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
|
![]() Quote:
![]() It's going to take a lot of convincing and solid evidence for me to think that what Amizaur engineered for the current LWAMI is not a better modelling job than what is in DW 1.00 or DW 1.01HF or DW 1.02/3. Perfect. No. Linear. Yes. Specific for each platform in a sensible way that contributes significantly to a good gaming experience, you bet. ![]() So, it's not a finished product, and perhaps when we have more information about the thrust parameters, it can be made better, but what's in the mod now is a high fidelity and top quality database addition that makes DW a sigificantly better game and simulator, IMHO. ![]() ![]()
__________________
LW ![]() ![]() |
|
![]() |
![]() |
![]() |
#34 | ||
The Old Man
![]() Join Date: Jul 2003
Location: Central MO
Posts: 1,562
Downloads: 6
Uploads: 0
|
![]() Quote:
|
||
![]() |
![]() |
![]() |
#35 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
|
![]()
Now everyone can see my typos.
![]() ![]() I'm not sure that's going to happen... but we can try. ![]()
__________________
LW ![]() ![]() |
![]() |
![]() |
![]() |
#36 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
|
![]()
OKO, I'm sorry but there is absolutely no increase of platform sound by speed in stock DW 1.0/1.01.
I have tried confirmation tests just now with the original database and it simply isn't there. (Not to mention the experience of many many players from the "early days") In addition, if it were there, then the fundamental understanding of how the passive SL and thrust dialogues work in the DW modding community is fundamentally wrong. I'm sorry, but stock DW 1.0/1.01 has no sound vs speed function at all.
__________________
LW ![]() ![]() |
![]() |
![]() |
![]() |
#37 |
Commander
![]() Join Date: Jan 2002
Location: Solar system, mainly on earth
Posts: 476
Downloads: 62
Uploads: 0
|
![]()
So ... I don't know why I had this values ...
tested with all subs at that thime ... anyway, as I already said, I don't care about older values, but about the new ones. The debate is not to know if there was or not a sound gap on stock DW but to know why there is not on the actual values. |
![]() |
![]() |
![]() |
#38 | ||
Frogman
![]() Join Date: Mar 2002
Posts: 303
Downloads: 0
Uploads: 0
|
![]()
Well I must agree ... here here! I am very new to this game but I have read over the last year all that I can find about how this game should work. I still have a lot to learn as this is a very complicated game if you really dig into everything. I found some information about sound layers and ocean environments and learned about layers, sound channels and how different ocean conditions Temp and Density caused by both temp and chemcial compostion of the water can effect the speed of sound waves. I use to play Subcommand a bit and tried to use the SSP buoy to figure out where the layers were located. I never really could figure out how the sonar worked in the different layers as I really didn't play the game very long.
But I sure am glad to see that someone is saying that the ocean environment is very important to determining how far or well you can hear an enemey ship in the distance on your passive and active sonar screens. What we have is a lot of very important variables that effect sound wave propagations and that should effect the game play. Depth and ocean bottom type are suppose to effect how the sound waves bounce around or change directions. Being new to DW and even SC I sometimes wish that I could detect the enemy ships further away just to make the game more fun. When I first started playing Subcommand I went around never finding the enemy for long periods of time and finally tired of the game. I just put the game aside for a while but never forgot about it. I just told myself that I would get back to the game in the future. I just have so many other interests going on at this time that it's hard for me to dedicate too much time to this game. But time is what it takes to really learn this game. I like the idea of reading the manual and or the tutorials and finding that the game works as described in the manual. As long as it's possible to figure out the game by reading how it's played I am going to be happy at this time. I like the idea of realism but I would not know what it real or not at this point in time. And as far as sound wave propagation most people have no idea on how it really works in the real ocean as it's not that easy to figure out. That is why this subject is classified in the real world. I am just glad that someone said that there are lots more variables to this game that most people realize. We must not forget that when we complain about detection ranges so quickly. Not saying to stop complaining but to qualify your complaints with all the very important variables. Maybe there is a real reason why you can't detect somone out in the big blue ocean. From the deep blue to the litteral zones there are changing sea conditions that can effect what you can or can't hear. Quote:
__________________
Regards, Moose1am My avatar resembles the moderator as they are the ones that control the avatar on my page. |
||
![]() |
![]() |
![]() |
#39 |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
|
![]()
This started off pretty good, but this has gotten way off topic. I'm only asking about what sound propagation should be like in the real world and whether or not this is modeled well in 1.03. Specific performance characteristics of any sensor against any object is well outside the scope of this discussion. I doubt I'm asking for anything that's classified.
![]() I think all this off topic speculation has turned away the people who have the answers sought. ![]() And thanks, Bill! That helps a bit. ![]() |
![]() |
![]() |
![]() |
#40 | |
Naval Royalty
![]() Join Date: Jun 2005
Location: Washington, DC
Posts: 1,185
Downloads: 0
Uploads: 0
|
![]() Quote:
In real life, even very strong ducts will leak energy. How much of that energy depends on things like the frequency of the sound. Sounds in the hundreds of hertz would require a surface duct so deep to be trapped that they simply don't occur. Even so, whether the energy leaked is enough to be detected depends on the sonar set, and how far away you are. Also, as you get very close, you will receive direct path sound because the layer doesn't reflect sound as efficiently. In real life there's also other interesting effects associated with fronts and eddy currents where sound leaks out of a surface duct because of changes in temperature across a front. A good example of where this sort of thing can occur is up around the Ryuku Islands northeast of Taiwan. There, the Kuroshio current spills lots of cold, salty, water over through the islands where it swishes around with the sub-tropical waters shallow waters on the shelf and all kinds of unpredictable things happen. These things have their biggest effect on medium and high frequency sounds. So.... the answer to your question, in brief is "maybe, but not necessarily." Is this helpful? |
|
![]() |
![]() |
![]() |
#41 |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
|
![]()
Yes, thank you.
|
![]() |
![]() |
![]() |
#42 | |
Swabbie
![]() Join Date: Aug 2003
Location: Waterford, CT
Posts: 5
Downloads: 0
Uploads: 0
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
#43 |
Commander
![]() Join Date: Jan 2002
Location: Solar system, mainly on earth
Posts: 476
Downloads: 62
Uploads: 0
|
![]()
very nice comments, Hutch.
We can see now strong effect on the sound propagation model. experimented sub commander could take lots of advantage of this thanx for this great improvment On what you said, are we able to use the BD formula to find the shadow zone ? and ? |
![]() |
![]() |
![]() |
#44 |
Chief
![]() Join Date: Apr 2004
Location: Western NC
Posts: 325
Downloads: 0
Uploads: 0
|
![]()
EXCELLENT QUESTION OKO! I'm anxious to hear the answer to that!
![]()
__________________
Retired US Army Paratrooper Virtual Sub Skipper |
![]() |
![]() |
![]() |
#45 | |
Loader
![]() Join Date: Jun 2003
Location: Canada
Posts: 90
Downloads: 5
Uploads: 0
|
![]() Quote:
Moreover, why would a sub captain want to do exactly what can be easily predicted? "Alright the layer depth is 70 meters, lets put the sub at 130m! The skimmers will never expect that!" Presumably, it might work just fine against AI units.
__________________
![]() |
|
![]() |
![]() |
![]() |
|
|