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12-29-16, 08:38 AM | #1 |
Bosun
Join Date: Apr 2011
Location: Stockholm, Sweden
Posts: 69
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Repeated messages and radio news
Hey!
Just started playing sh4 and haven't played sh5 for a while so I'm a bit rusty. I get repeated news on the radio with inaccurate dates, it's the same news repeated all over from the start of the war and every time I load up the game I get the old resent message about the attack on PH. Is this a known bug? Or have I done something wrong? I added a bunch of radio channels to the game which all seem to work except for repeating news and I am running TMO 2.5 Any help is much appreciated. Thanks! Also while I'm at it, is it normal to have sound contacts on the surface? can't recall that this was the case in SH5 |
01-01-17, 12:39 PM | #2 |
Ocean Warrior
Join Date: Feb 2010
Location: Kentucky
Posts: 2,526
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It's a known issue with stock. Some call it a bug, some call it a feature. Those who call it a feature believe it is there to remind you what happened before you previously exited the game.
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01-03-17, 01:58 PM | #3 |
Bosun
Join Date: Apr 2011
Location: Stockholm, Sweden
Posts: 69
Downloads: 209
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Thank you! That's good to know
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01-03-17, 02:17 PM | #4 |
Navy Seal
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It's a feature! An annoying feature.....
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
01-03-17, 10:58 PM | #5 |
Ocean Warrior
Join Date: Feb 2010
Location: Kentucky
Posts: 2,526
Downloads: 77
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Could we call it a buggy feature?
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Of all the forms of Martial Arts, Karaoke causes the most pain! |
01-04-17, 08:46 AM | #6 |
Navy Seal
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Another annoying buggy feature. If you've been damaged before and save the game, the next time you load up you're treated to all the sounds of the damage already inflicted!
You loaded up and are figuring out just what you were doing and BANG! CRASH! TINKLE! CRASH! You could spill your coffee on the keyboard.....
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
01-04-17, 12:29 PM | #7 |
Weps
Join Date: Dec 2006
Location: North Carolina
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Correct me if I am wrong, but the fleetboats were capable of using sonar while surfaced. Correct?
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01-04-17, 02:51 PM | #8 | |
Electrician's Mate
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Quote:
So far I can. I don't know if it's accurate. But if you late enough in the war just use radar, it allows you to see the formation of the convoy and from there you can plan your attack.
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>Something catchy here< |
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01-04-17, 02:53 PM | #9 |
Navy Seal
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Yes and no. Fleet boats had three sonar heads. The acoustical head was on the left side of the upper deck in front of the conning tower. Since it was out of the water when the boat was surfaced, it didn't work.
But under the forward torpedo room, extended below the keel were two more sonar heads, one active and one passive for supersonic sonar. This worked on frequencies too high for the human ear to detect and the equipment lowered those frequencies several octaves to bring them to within human hearing range of less than 50,000 hertz. Now the higher the frequency, the more reflectable and refractable the sound waves are. Also, without training, an average listener cannot identify the sounds! But American sonar operators got a lot of use from their "supersonic" sonar. Manuals instructed sonar operators to remain at their posts when the boat was surfaced unless ordered to stand down. They expected to develop contacts when surfaced. If we're playing a simulation so should we.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
01-04-17, 02:54 PM | #10 | |
Bosun
Join Date: Apr 2011
Location: Stockholm, Sweden
Posts: 69
Downloads: 209
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Quote:
UPDATE: Rockin Robbins had a more thorough answer - but I wasn't wrong :P |
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Tags |
old messages, repeated messages, repeated new, same messages, same news |
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