Towed array sonars (Full Version)

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invernomuto -> Towed array sonars (9/30/2013 11:21:46 AM)

First, thank you for this great wargame.
I have some question about towed array sonars modelling in game, expecially for subs:
1) can they detect 360° or there is a blind zone in the front of the sub?
2) how can I know if a sub deployed the towed array sonar or not?
3) Can the towed array sonar be damaged or cut if sub increases speed with the towed array sonars deployed? (eg for torpedo evasion).

Thank you in advance.




Primarchx -> RE: Towed array sonars (9/30/2013 1:58:35 PM)

Towed arrays are typically 360 sensors, though VDS may not be. The towed array, like all other Passive sensors in Command, is in use by a platform whenever it can be. Since it deploys below the Thermocline you will typically not be able to use it in shallow water, for example.




invernomuto -> RE: Towed array sonars (9/30/2013 2:49:28 PM)

quote:

ORIGINAL: Primarchx

Towed arrays are typically 360 sensors, though VDS may not be.


EDIT: I am quite confuded, I played to Sonalyst Dangerous Waters years ago and I do not remember if they have a "blind spot" in the front of the ship or not.

quote:


The towed array, like all other Passive sensors in Command, is in use by a platform whenever it can be. Since it deploys below the Thermocline you will typically not be able to use it in shallow water, for example.


Ok, but there's a way to know when a unit is using the TA sonar or not? A msg in the log would be useful.
Thank you in advance.

Bye




Der Zeitgeist -> RE: Towed array sonars (9/30/2013 3:18:46 PM)

Actually, towed arrays are supposed to have a blind spot directly to the front of a submarine. At least according to the sub sims from Sonalysts (688i et al.).




Primarchx -> RE: Towed array sonars (9/30/2013 3:57:34 PM)

Never heard that before. Hydrophones are strung out well below and behind the towing unit. Interesting.




Der Zeitgeist -> RE: Towed array sonars (9/30/2013 4:07:16 PM)

There's a nice picture in this strategy guide:
http://www.anchorclanker.com/Bluebook20/Bluebook20.htm

[image]http://www.anchorclanker.com/Bluebook20/Bluebook20_files/image007.gif[/image]




ExMachina -> RE: Towed array sonars (9/30/2013 4:15:32 PM)

quote:

Can the towed array sonar be damaged or cut if sub increases speed with the towed array sonars deployed? (eg for torpedo evasion)


In reality, I believe towed arrays can be damaged by excessive maneuvering/speed and they can also slow down the vessle...however, I have noticed neither of these effects in Command




Echo -> RE: Towed array sonars (9/30/2013 4:28:12 PM)

Yup. Ship is limited to 30 degree turns until array is straight (in real life). Also, 15 degree blind spot where cable is connected to hydrophone array.




bsq -> RE: Towed array sonars (9/30/2013 6:14:47 PM)

Excessive speed damages the hull of the towing vessel (why the Leander Batch 2A were retired even though they were one of the best ships with a Towed Array).

Towed arrays come in two flavours

SurTASS - Long range designed to exploit multiple CZ and Bottom Bounce
TacTASS - Shorter range designed for closer CZ and direct path

Sub arrays generally can be used in either mode depending upon how far behind them they are streamed.

Turning is an issue, but for suitably strong boat/ship speed less so - Sprint/Drift is a valid tactic




NefariousKoel -> RE: Towed array sonars (10/1/2013 1:35:37 AM)

quote:

ORIGINAL: Der Zeitgeist

Actually, towed arrays are supposed to have a blind spot directly to the front of a submarine. At least according to the sub sims from Sonalysts (688i et al.).


There were a bit smaller than the dead zones for hull arrays, however. I'm guessing it was more related to the actual array placement not being able to cover the forward area where the cable runs toward the vessel, as opposed to the boat's own noise & hull getting in the way (it's the cable instead).

You could startle yourself after your turned, if you forgot that your own towed array hadn't turned yet and that big new waterfall contact right in front of you is actually your own boat turning out of the towed array's blind arc, before the array itself has turned to the new heading. [:D]

The, "omg someone just drove right past my nose!" syndrome.




ExMachina -> RE: Towed array sonars (10/1/2013 2:39:46 AM)

quote:

You could startle yourself after your turned, if you forgot that your own towed array hadn't turned yet and that big new waterfall contact right in front of you is actually your own boat turning out of the towed array's blind arc, before the array itself has turned to the new heading.


Gotta give credit to 688i here--when you turned you picked up self noise on the towed array until it straightened itself out.

(man, was I ever addicted to that sim [:)])




mikmykWS -> RE: Towed array sonars (10/1/2013 2:41:14 AM)

Liked that one too[;)]




NefariousKoel -> RE: Towed array sonars (10/1/2013 6:30:08 AM)

quote:

ORIGINAL: ExMachina

quote:

You could startle yourself after your turned, if you forgot that your own towed array hadn't turned yet and that big new waterfall contact right in front of you is actually your own boat turning out of the towed array's blind arc, before the array itself has turned to the new heading.


Gotta give credit to 688i here--when you turned you picked up self noise on the towed array until it straightened itself out.

(man, was I ever addicted to that sim [:)])


Did you never try Sub Command, and the latest one Dangerous Waters? They're the same sim & company but the latter ones were much improved and had more toys to play with.

It would be a shame if you never played DW but had enjoyed their first one (688i). The manual for DW alone is an epic schooling. [:D]




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