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[FIXED] MAD sensors & biological contacts
Posted: Wed May 14, 2014 4:49 am
by DeltaIV
I might be nitpicking here, but I've made some tests today and noticed that MAD sensors pick up biological contacts.
Biological contacts (eg. whale, etc.) are not made from magnetic materials, so I firmly believe that they should not have MAD signature. This could be, if modeled correctly (in combination with dipping sonar) potentially used to determine if the submerged contact is actually a submarine or biological contact.

RE: MAD sensors & biological contacts
Posted: Wed May 14, 2014 4:52 am
by Dimitris
Nice catch! Thanks.
Interesting classification tactic indeed.
RE: MAD sensors & biological contacts
Posted: Wed May 14, 2014 5:13 am
by Pergite!
I do believe we then also need to have a new objects in the db: "Shipwreck" "Underwater pipeline" etc.
Objects that purely give of a magnetic signature.
(Its then up to the scenario designer to brief the player of where known underwater pipelines are located. And the enemy sub will of course travel as close to those as possible in order to be classified as a false contact)
RE: MAD sensors & biological contacts
Posted: Wed May 14, 2014 5:15 am
by Dimitris
Someone's been reading RSR again [:)]
RE: MAD sensors & biological contacts
Posted: Wed May 14, 2014 5:19 am
by DeltaIV
Good idea. And since i said something about nitpicking, i think that the Biological Whale maximum operating depth should be definitely upped (the whale would probably consider the -45m as insult). This would make a scenario where player controls the whale feasible. [:D]

RE: MAD sensors & biological contacts
Posted: Wed May 14, 2014 6:38 am
by dillonkbase
First I thought my brain exploded, but after further investigation, I determined it imploded.
RE: MAD sensors & biological contacts
Posted: Wed May 14, 2014 7:44 am
by Pergite!
ORIGINAL: Sunburn
Someone's been reading RSR again [:)]
Actually no, although I guess its up for another re-read soon [;)]
I was more thinking about a brown water setting where there apparently are a lot of things that interfere with ASW ops, like for example minks. When swimming they make a certain sound that apparently can be misinterpreted as some kind of mechanical propulsion mechanism. I have used "False contact (Small)" to portray these sounds. However, getting these furry things detected by either active sonar or a MAD-sensor would indeed be rather odd:
RE: MAD sensors & biological contacts
Posted: Wed May 14, 2014 9:58 am
by Jakob Wedman
Since I have some experience from ASW operations vs minks (Mustela Vison) with passive sonobouys I can guarentee that they aren't detected by active sonar. Since only their nos is sticking up they have a very small optical signature too. They don't swim long unless the sea is calm but under the right conditions they can paddle with their forepaws some nm at 1-2 knots with a very steady pace.
RE: MAD sensors & biological contacts
Posted: Wed May 14, 2014 4:32 pm
by Dimitris
Fixed in Build 526.
RE: MAD sensors & biological contacts
Posted: Wed May 14, 2014 6:17 pm
by mikmykWS
Think we call those Wharf Rats here and not sure I'd want to make a pair of socks out of one.
RE: MAD sensors & biological contacts
Posted: Thu May 15, 2014 5:11 am
by Pergite!
Thanks for the fix!
ORIGINAL: mikmyk
Think we call those Wharf Rats here and not sure I'd want to make a pair of socks out of one.
How about some fancy leg warmers then? [;)]
RE: MAD sensors & biological contacts
Posted: Thu May 15, 2014 5:55 am
by NickD
ORIGINAL: DeltaIV
This would make a scenario where player controls the whale feasible. [:D]
I bet the developers are looking forward to database requests for different species of whales. [;)]