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Old 01-28-07, 06:53 AM   #76
Dr.Sid
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Stars are pretty stand-alone. Their modifications does not collide with anything.
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Old 01-28-07, 12:18 PM   #77
kage
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Quote:
Originally Posted by sonar732
Quote:
Originally Posted by GakunGak
First question: Is it possible to lose sonar contact if a sub is below a tanker/freighter, meaning if i want to stay undercover, can I use a ship with heavy cavitation as a hat and to avoin incoming torps?
If you attempt to utilize this tactic, which has been discussed multiple times...a good OPFOR will see that your sub will have different tonals than the freighter. Granted, they won't be able to hear you over the sound of the freighter, but that's what narrowband is for. Then all they have to do is set the ceiling of his torps say to 60-100 feet to get you and not the freighter.
For real life, there is some uncertainty involved in this. First of all, the 'sub class X always emit tonals at n, n, n, n and n frequencies' we're having in DW is bulls^!& - the tonals generated will depend on the exact hull, plus an indeterminate number of internal conditions which may change from one moment to another - the cargo load of a freighter or other ship may affect what it sounds like. (This is part of why the periscope is as important as it is, RL) - what aspect you're at may also affect what sounds are sent in your direction.

In the face of that, a ship getting a "new" tonal may not be worth all that much attention.

(Or at least, this is my understanding of it)

But in DW, it's almost like calling attention to yourself.
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Old 01-28-07, 01:02 PM   #78
sonar732
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Quote:
Originally Posted by kage
For real life, there is some uncertainty involved in this. First of all, the 'sub class X always emit tonals at n, n, n, n and n frequencies' we're having in DW is bulls^!& - the tonals generated will depend on the exact hull, plus an indeterminate number of internal conditions which may change from one moment to another - the cargo load of a freighter or other ship may affect what it sounds like. (This is part of why the periscope is as important as it is, RL) - what aspect you're at may also affect what sounds are sent in your direction.

In the face of that, a ship getting a "new" tonal may not be worth all that much attention.

(Or at least, this is my understanding of it)

But in DW, it's almost like calling attention to yourself.
Well...the issue with this is that the DoD will never release the exact tonals given by particular boats. What matters here is the concept of FRAZ display and the 'general' utilization of nb.
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Old 01-29-07, 02:01 AM   #79
Bellman
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Top screening is ineffective, however masking is nicely implemented by SCS and can be used in shallow waters. Depending on own depth, the SA may not pick up target sub running at or near peri depth on the opposite side of a surf. However if you can dive and/or deploy enough TA those faint tonals manifest.

Masking is difficult to pull off and would I'm sure only be used by a diver in extremis and in most cases would not inhibit a skillful opponent.
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Old 01-29-07, 07:47 AM   #80
Bera
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Still no news about the STEAM patch? Jamie said it would be avaliable due to the last weekend, but so far, nothing...
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Old 01-30-07, 10:45 AM   #81
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Is this the last patch sonalysts will deploy to DW or in the future will come the 1.05?
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Old 01-30-07, 06:44 PM   #82
ASWnut101
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And what about that depth charge that someone esle asked about? is it even used?:hmm:
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Old 01-30-07, 10:40 PM   #83
LuftWolf
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Helicopters equipped with depth charges will use them, and they are generally pretty effective.

Cheers,
David
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Old 01-31-07, 06:16 AM   #84
GakunGak
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Quote:
Originally Posted by LuftWolf
Helicopters equipped with depth charges will use them, and they are generally pretty effective.

Cheers,
David
AI, Player or Both Controlable?:hmm:
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Old 02-07-07, 06:43 AM   #85
hachiman
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Thanx for this and love the new 688I model.
Those VLS tubes are sweet.
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Old 02-13-07, 10:31 AM   #86
Frying Tiger
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Default Dangerous Waters Patch v1.04 / Steam 1.04 patch available

Valve has updated Steam for Dangerous Waters.

Link to the Steam News article: http://www.steampowered.com/v/index....s&id=952&cc=US

There ya go!
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Old 08-31-07, 12:06 PM   #87
Molon Labe
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Be advised: The SCS download site to which these patch links point has been moved.

The new site is: http://www.sonalystscombatsims.com/d...ers/patch.html

Those of you who have links to the old site should update.
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Old 09-17-07, 07:38 PM   #88
Palindromeria
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what the heck page not found i missed 1.04 grrr












Thank you very much for the correct link, Molon Labe


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Old 01-18-12, 03:44 AM   #89
osteo
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Old 03-07-12, 08:11 AM   #90
Nippelspanner
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@Neal
Please edit the first post with the new link. The one you posted is dead unfortunately.
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