From: Sunderland, UK
Of all the devices listed in the database,SONAR has been overlooked,because it's to hard to model in game programming terms,pull the other one it has bells on.
Without SONAR it would be the submarine that would be the master of the oceans and not the aircraft carrier,if you can't see it how can you attack it,the game is massive yet this vital invention is overlooked,come on implement it into the game now!!!!!
I think that unless a ship has sonar listed in it's weapons loadout,that it should not be able to attack a sub with depth charges or whatever, simple solution is just list sonar as a device in the database,and unless a ship has it in it's weapons load out no attack allowed against subs simple.
So sonar + depthcharges etc listed on board a ships weapons system,ship allowed to attack submarine's if not both listed then no attack allowed yes /no maybe perhaps ? The sonar does not even need to be programmed to do anything,other than be used in combination with depthcharges etc.
OK, I did my PhD research on bat sonar, making heavy use of a professional background in radar and submarine sonar. My lab continues to do work in this area. Sonar, particularly submarine sonar, is messy. You want to follow Wayne Hughes's advice and stick to modelling stuff you understand. Instead, use operational performance data. That's good enough for a game, and it means you don't have to worry about target acquisition and kill mechanisms except in a very gross sense. It's well to realise that most submarines that were sunk were spotted on the surface, either with radar or the Mark I Eyeball. Active sonar played its role later in the engagement, once an escort was sitting on top of the sub.
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." firstname.lastname@example.org