[Answered] Passive Sonar Not Detecting Cavitating Vessels Until Extremely Close (Full Version)

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stww2 -> [Answered] Passive Sonar Not Detecting Cavitating Vessels Until Extremely Close (6/20/2021 1:57:34 PM)

My guess is the answer to this is going to be the same as the answer to this thread here regarding SURTASS sensor issues (https://www.matrixgames.com/forums/tm.asp?m=5033202), but for the sake of due diligence:

In the attached scenario, a Sturgeon and a Udaloy are set to pass by each other. They start just outside of the Sturgeon's sonar range. The Udaloy is set to travel at flank speed, and thus should be easily detectable by the creeping Sturgeon. However, when I ran this, the Sturgeon only got a detection at 10nm. Setting the Sturgeon to shallow (instead of deep as possible) pushes that detection back to 15nm.

Sea State is 2 with very light rain. There is no layer in this area of the ocean.

Game Version: 1147.25
Database: DB3000 v488




c3k -> RE: Passive Sonar Not Detecting Cavitating Vessels Until Extremely Close (6/20/2021 5:15:30 PM)

My first thought is that it may be a geometry issue, but that wouldn't make sense...




RoryAndersonCDT -> RE: Passive Sonar Not Detecting Cavitating Vessels Until Extremely Close (6/20/2021 6:57:41 PM)

The figures you mention sound correct.
Direct-path limit when out of the surface duct is never more than 9.5nm, and with ducting (when shallow) can boost to 12-15nm under excellent conditions.
Beyond direct-path range is the start of the shadow zone, which is only interrupted by CZ rings.




stww2 -> RE: Passive Sonar Not Detecting Cavitating Vessels Until Extremely Close (6/20/2021 7:04:23 PM)

Good to know! After the most recent update I expected sonar to be less effective than it was before, but clearly I underestimated just how significant that change would be (or maybe it was always like that and I just never had cause to test things before).




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