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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#91 |
Swabbie
![]() Join Date: Feb 2006
Location: Germany
Posts: 10
Downloads: 0
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Finally got you Boris!
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#92 |
Sailor man
![]() Join Date: Dec 2010
Location: Moscow
Posts: 50
Downloads: 0
Uploads: 0
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#93 |
Swabbie
![]() Join Date: Feb 2006
Location: Germany
Posts: 10
Downloads: 0
Uploads: 0
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![]() ![]() Just want to encourage you with this and make it more public. ![]() |
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#94 | |
Sailor man
![]() Join Date: Dec 2010
Location: Moscow
Posts: 50
Downloads: 0
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![]() Quote:
I'm alone, yes. I would like to publish it on itch.io and ask a couple of youtubers for review after I've made a simple campaign. So far I've only made 1 mission out of 6 planned and it is going pretty slow due to my real-life obligations. I'll release it, I have to, since I've gone that far. All I can suggest is to not burn out from the mechanics this early, so you don't hate it's guts when at least some people from the outside world join and will need a community. Assuming they will, of course. |
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#95 |
Swabbie
![]() Join Date: Feb 2006
Location: Germany
Posts: 10
Downloads: 0
Uploads: 0
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Q: Does the aspect of my own sub play any role in how the enemy can detect my engine noise? I would assume if I drive away from the bandid, my engine/propeller points right towards him, its louder. If I'm heading towards him, I should be quietest. Is this modeled?
Thnx |
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#96 | |
Sailor man
![]() Join Date: Dec 2010
Location: Moscow
Posts: 50
Downloads: 0
Uploads: 0
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![]() Quote:
Correct, though the loudest aspect is broadside. But it's not really that big of a difference, maybe can shave off a couple of hundred meters of detection range. Active sonar reflection to aspect is more pronounced. |
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