24-03-2011, 19:38 | #1521 |
Bugcatcher
Регистрация: Nov 2008
Адрес: Russia Kursk City
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24-03-2011, 19:56 | #1522 |
Sergeant
Регистрация: Sep 2009
Адрес: Italy
Сообщений: 176
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Mr. Krabb does not end to surprise us with no limit: this is really a good enhancement that will change the use of active sonar in DW, a quite useless since today. Thanks again RA team and Mr. Krabb!
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24-03-2011, 20:16 | #1523 |
Leading Aircraftsman
Регистрация: Mar 2010
Сообщений: 22
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this also happens sometimes using active sonar on Perry/Udaloy
Good job!! |
24-03-2011, 20:49 | #1524 |
Corporal
Регистрация: Oct 2010
Адрес: Bremen, Germany
Сообщений: 68
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nice, good job! *salutes*
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24-03-2011, 21:54 | #1525 |
Bugcatcher
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24-03-2011, 23:51 | #1526 |
Sergeant
Регистрация: Jan 2009
Адрес: North France
Сообщений: 155
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Fantastic job, the team at its best
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25-03-2011, 21:54 | #1527 |
Leading Aircraftsman
Регистрация: Jan 2011
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25-03-2011, 22:00 | #1528 | |
Leading Aircraftsman
Регистрация: Jan 2011
Сообщений: 20
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Цитата:
The torpedo (ADCAP) came in on me homing with active sonar, i evaded it (it went for a decoy), and seconds after i was out his cone he turned round (160°s!) and headed straight for me. Also had the same thing happen a couple days back once again with a missile torpedo. |
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26-03-2011, 00:34 | #1529 | |
Leading Aircraftsman
Регистрация: Nov 2010
Сообщений: 23
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Цитата:
These questions because some remedial programs and defragmenting eliminate the sound of many functions .... |
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26-03-2011, 11:17 | #1530 | |
Bugcatcher
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Цитата:
Some the torpedo has function Reattack. If target is lost, the torpedo will do immediately circulation, if the target will not be found - then the torpedo will continue cruise. All these options are described in detail in a user manual to the weapon. Also, as the torpedo processes the false targets - CMs, is in this document. Can your game be damaged? Proceeding from this that you even have problems with a sound - probably that you have what that of a malfunction. |
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26-03-2011, 18:11 | #1531 |
Senior Aircraftsman
Регистрация: Aug 2009
Сообщений: 50
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It is good idea. I suppose there is no such an indication on subs (especially old/not "electronically" upgraded), but acoustics/XO have experience and some calculation table to know at what depth sub needs to be to "hear" platforms above/under the layer via TA. So for game purposes it is reasonable to have this information as acoustics/XO report because player doesn't have experience/some calculation table and time to calculate TA depth manually each time depth/speed/TA length changes. My only question is: whether layer is just so thin (you have to change depth just by 1 meter to be on another side of the layer) or it has thickness of a few meters?
PS: and why sometimes this info is not available? |
30-03-2011, 11:29 | #1532 | |
Bugcatcher
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Адрес: Russia Kursk City
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Цитата:
The thickenes of a layer - is not simulated. There is nominal value - actually depth of a layer. Further mathematics the comparison - is simple, above sensor of this value (Layer Depth) or below. |
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30-03-2011, 18:18 | #1533 |
Leading Aircraftsman
Регистрация: Nov 2010
Сообщений: 23
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Hi Ra Team,
I ask your attention to this picture: Quick Mission - Unit:Udaloy - Torepedo: UGST / Active Mode - Layer: NO |
30-03-2011, 20:00 | #1534 | |
Bugcatcher
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Цитата:
SSP - Bottom Limited Bottom - Sand Or Mud Sea State - 4 or 5 Summaru - you have very,very bad acoustic environments. For Next version add-on, i shall create test mission with by explanation of such influences. Where the detection can reach from 40 km, up to 1 km - for the same platforms, but with different acoustic conditions. You have got used to play with the best conditions (default, the mission editor and establishes such conditions). However, the generator of fast missions, likes to create rather disgusting conditions. |
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30-03-2011, 23:46 | #1535 | |
Leading Aircraftsman
Регистрация: Jan 2011
Сообщений: 20
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Цитата:
Well, if you say it gotta be with mine i better go check deep into the dlls and files there see if i can make up a solution for this. Concerning the torpedo: I am well aware this torpedo retargeting function exists, but that certainly does not explain why a torpedo that was active at first runs in passive mode after retargeting. And it also does not explain how a missile launched from an AkulaII can impact the water 2 miles west south west of my location and IMMEDIATLY without making a single noise home in on my sub which was submerged at 1400 feet opposite of a layer AND a sound-speed "barrier"and effectively sink me. I observed this happening with Truth setting enabled as me and my friend were testing this mod with a large carrier BG. There were a lot of torpedo fights that preceded this event, but its still a "miracle". Well anyway, i just wanted to bring attention to this. You guys made such a great mod that it impossibly could run free of mistakes. So a lot thanks for this, hope now that its mentioned maybe someday someone more knowledgable then me will notice this as well and may do something about it. For the rest thanks a lot guys and you Ivan especially as lead designer of this mod (i take it ) for an enhancement i have long been waiting for Cheers |
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31-03-2011, 00:23 | #1536 | |
Bugcatcher
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Цитата:
We did not do any "Miracle". However engine of game, and formula, works as simple mathematics. If the torpedo is induced on you - means for this aiming were the objective reasons. If the torpedo was not guided on you - means and for this NON aiming too - there were what that objective reasons. I can not, consider with what that the special case for this event. Many variants of tests were considered, and the correct job was confirmed. Let other players will confirm such strong feature Subroc Torpedoes - to attack 2 miles (3704 meters) a silent sub. When the maximal distances of sensor controls of SUBROC's and AIR Dropped torpedos do not exceed 2 kms? %-) |
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31-03-2011, 01:22 | #1537 | |
Leading Aircraftsman
Регистрация: Nov 2010
Сообщений: 23
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Цитата:
It 's very clear the issue of the cones acquisition and the influence on the scope of aspect angle. I do not understand how the Sea State and Bottom influence the extent of the sensors. The mathematical model of how it works? |
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31-03-2011, 11:36 | #1538 | |
Bugcatcher
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Цитата:
You throw a stone in quiet water - will see well as the circles propagation on water. Also throw a stone in rough waters. You will not see clearly any more these circles - waves mix them. Bottom - does not give waves wide propagation. Sand or Mud - the sound waves do not reflect and absorb them. (The reflection is - but very, very weak. It is more absorption) It as you throw a ball on a HARD floor - he will jump up some times. And if to throw a ball on a SOFT sofa or bed - he will not jump up. Similar and with sound propagation. |
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31-03-2011, 12:29 | #1539 | |
Leading Aircraftsman
Регистрация: Nov 2010
Сообщений: 23
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Цитата:
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31-03-2011, 14:16 | #1540 | |
Bugcatcher
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Цитата:
It is simulated in the engine of game. There is a target noise. Also there is a listening sensor control. Simply to say - calculate the loss of noise, which a listening sensor control reaches. Further: Threshold of sensitivity of a sensor control - whether is capable he to pull the loss of noise, from a background of an environment. |
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