Stealth1

3 posts ยท Mar 3 2000 to Mar 5 2000

From: dadams@p...

Date: Fri, 3 Mar 2000 18:05:37 +1000

Subject: Stealth1

> [quoted text omitted]
Contrary to DS2, my opinion is that stealth is advanced manufacturing, packing
more things into less space, and so ending up with a smaller vehicle size.
This is working backwards from stealth's game effects.
<<<

I actually like the idea of active stealth, where radar gets smothered by
counter signals. (Good example is those headphones that cancel sounds).

Darryl

From: Andrew Martin <Al.Bri@x...>

Date: Sat, 4 Mar 2000 09:51:02 +1300

Subject: Re: Stealth1

> Darryl wrote:

For that kind of thing, I've got ECM, Jammers and Direction Finders rules on
my site.

From: Brian Bilderback <bbilderback@h...>

Date: Sun, 05 Mar 2000 09:27:22 PST

Subject: Re: Stealth1

I was under the impression it was a combination of both active and passive
stealth systems - lower slung designs, eyeball and sensor-baffling paint

schemes, stealthy materials in construction, and active jamming and spoofing
measures built into the vehicle. None of the above would be sufficient,

it's the combined package that counts, that's what (at least it seems to me)
the stealth levels are about.

Brian B

----Original Message Follows----
From: dadams@parracity.nsw.gov.au
Reply-To: gzg-l@CSUA.Berkeley.EDU
To: gzg-l@CSUA.Berkeley.EDU
Subject: Stealth1
Date: Fri, 3 Mar 2000 18:05:37 +1000

> [quoted text omitted]
Contrary to DS2, my opinion is that stealth is advanced manufacturing, packing
more things into less space, and so ending up with a smaller vehicle size.
This is working backwards from stealth's game effects.
<<<

I actually like the idea of active stealth, where radar gets smothered by
counter signals. (Good example is those headphones that cancel sounds).

Darryl