The Altera Centauri collection has been brought up to date by Darsnan. It comprises every decent scenario he's been able to find anywhere on the web, going back over 20 years.
25 themes/skins/styles are now available to members. Check the select drop-down at the bottom-left of each page.
Call To Power 2 Cradle 3+ mod in progress: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition
We should have a superbowl on an aircraft carrier. lay down some artificial turf (though if we really want to make it brutal- we'd have them play on the non-skid ). Diving catches made out of bounds would lead to the player to fall off the side of the ship. Gives new meaning to the term: left the game with injury.
there would be no room for a live crowd. But we could still televise it.
If surface ships can't hide anyway, couldn't they simply use active sonar all the time during a mission? So how can they miss something in their vicinity?
It's probably a stupid question, but maybe you still could answer it. Unless its top secret of course
I'm no expert on anti-sub warfare (I was an engineer), but I believe they do use active sonar all the time. At least the helicoptors do with the buoys all the time.
I even looked it up on wikipedia:
Since active sonar does not allow an exact identification and is very noisy, this type of detection is used by fast platforms (planes, helicopters) and by noisy platforms (most surface ships) but rarely by submarines. When active sonar is used by surface ships or submarines, it is typically activated very briefly at intermittent periods, to reduce the risk of detection by an enemy's passive sonar. As such, active sonar is normally considered a backup to passive sonar. In aircraft, active sonar is used in the form of disposable sonobuoys that are dropped in the aircraft's patrol area or in the vicinity of possible enemy sonar contacts.
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