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Старый 26-06-2010, 09:36   #1008
suBB
Senior Aircraftsman
 
Регистрация: Nov 2008
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Сообщение от goldorak Посмотреть сообщение
Hey suBB,

You are 100% wrong on this one. Wether or not there is a layer, a Seawolf cannot detect a Trafalgar going at 5 knots at over 20-25 nm. There was no convergence zone and yet I got the contact. How about the Kilo at 5 knots at over 20 nm ? Is it normal ? C'mon man be serious.
Other players were getting contacts all over the place, and the same exact mission played in single player was correct in the sense that the detection ranges were "normal" all other conditions being identical to the multiplayer match. So yes there is someting wrong with how detection is made in multiplayer. And it has to be fixed.
hang on, am I reading this correctly.... you are saying that REGARDLESS the SSP type, in 1.1 you are getting these detection ranges under these conditions?? If so something is definitely wrong.

back in 1.0, I asked specifically if SSP was affected by RA, the answer was no. I actually created(to better understand changes in RA) a data matrix on 1.0 based on worst case conditions (seawolf detection capability vs noisy alfa), where I did see changes in detection ranges based on SSP type vs speed vs layer vs sonar(towed, hull, sphere) while multiplayer. Results were conclusive in 1.0 in multiplayer; nothing like you are telling me now in 1.1.

when I run out of more important things to do, guess I'll fire up RA and have a look-see
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