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Old 08-10-19, 04:06 AM   #1
MrMojok69
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Default Question about sensors.txt file

1) Do the frequencies have any effect on gameplay? Like where you see in the file one sonar model operates at VL,L,M,H frequencies while another is only L,M

2) If it says SonarBaffle=150, does that mean a 150 degree angle behind the boat?

3) What does the SonarNoisePerKnot value do?

4) Is SonarOutput basically the "strength" of the active sonar ping? How far you can "see" if you go active?
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Old 08-10-19, 05:31 AM   #2
Julhelm
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1) Don't remember

2) Yes

3) It determines how much ambient flow noise saturates the sensor as you speed up.

4) It is the sonars output in dB.
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Old 08-10-19, 02:27 PM   #3
MrMojok69
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Thank you.

Also, from the individual sub files, can you explain the difference between RudderTurnRate and TurnRate?
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Old 08-10-19, 02:59 PM   #4
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Nevermind, I think it is the amount of time it takes to actually move the rudder.
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Old 08-10-19, 04:12 PM   #5
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If anyone is interested, here is a spreadsheet I made from a bunch of the data. You can save a copy to your PC and sort fields, compare, etc.


Subs, Sensors, and Weapons data
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Old 08-11-19, 05:32 PM   #6
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Quote:
Originally Posted by MrMojok69 View Post
If anyone is interested, here is a spreadsheet I made from a bunch of the data. You can save a copy to your PC and sort fields, compare, etc.


Subs, Sensors, and Weapons data
How did you compute all this?
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Old 11-02-19, 03:21 AM   #7
Mspot
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Default sensors, sensor_display_names, and sonarmodel

So...why when adding/modifying the sensor_dispaly_names file, then reflecting those in the sensors file, then editing/modifying the sonarmodel in an individual submarine file does any of the edited/changed/modified submarine files display the towed array output such that the towed array always displays zero (0) while all of the other sonar modes work as intended?
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