SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter 4: Wolves of the Pacific
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 04-30-17, 10:46 AM   #1
LCQ_SH
Lieutenant
 
Join Date: May 2012
Posts: 266
Downloads: 175
Uploads: 0
Default Map compass and sonar

Does nyone know if there is a mode which can make the compass while drawing anything on the map much more bigger? Or basically a compass that will zoom in when I zoom in?? The one from Ralles modpack (TMO_RSRD) I can barely see the headings.


On a different topic, why I can listen to ships on the WCA but my sonarman can't at larger distances than the MAX distance? It's an obvious questions so, the right question would be, why I (player) can listen to ships that are way far from the max WCA distance? (1942)
LCQ_SH is offline   Reply With Quote
Old 04-30-17, 11:33 AM   #2
CaptBones
The Old Man
 
CaptBones's Avatar
 
Join Date: Nov 2010
Location: Rockton, IL
Posts: 274
Downloads: 208
Uploads: 0


Default

Well, I can't help you much with the first issue; someone with a much better idea of how to fix the problem will probably come along in a little while. What I have noticed is that the screen resolution selected (in the game and on your video card controller) greatly affects the size of a lot of things, including the tools on the chart table. For me, the best resolution setting in the game options for TMO has been 1280 X 960 or 1280 X 800. I've tried 1920 X 1200 and up, but those higher settings resulted in completely unusable gauges, text items and chart tools.

As for the second item...you can hear the sounds because they are there and you have ears; your sonarman is an AI function and doesn't have ears, he hears what the game's parameters tell him he can hear. I suspect that you could alter that in the equipment file for the WCA or in the Data/Cfg/sensors.cfg file, but since I haven't tried that myself, I can't recommend any tweaks that might work. Hopefully, someone who has a better handle on that will also come along and give you some good advice.
CaptBones is offline   Reply With Quote
Old 04-30-17, 11:54 AM   #3
razark
Ocean Warrior
 
Join Date: Mar 2007
Location: Houston, TX
Posts: 2,725
Downloads: 393
Uploads: 12
Default

Quote:
Originally Posted by LCQ_SH View Post
Does nyone know if there is a mode which can make the compass while drawing anything on the map much more bigger?
Is this what you're looking for?
__________________
"Never ask a World War II history buff for a 'final solution' to your problem!"
razark is offline   Reply With Quote
Old 04-30-17, 12:25 PM   #4
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: One hour from Music City USA!
Posts: 9,743
Downloads: 439
Uploads: 2


Default

That will do him just fine. Nice and easy to see for old eyes...

As for the sonar issue LCQ_SH, it is one of several such issues you will encounter. Check the "rating" of the sonar man. You might not have a good "listener" at the post at the time you're hearing what he can't. You can also "point" the hydrophone in the desired direction, and sometimes they will then be able to hear it, though they won't always "follow" it. You will also find times where if a ship is going less half of its rated speed, you'll not be able to hear, yet the sonar man can. Very strange.
__________________

"...and bollocks to the naysayer/s" - Jimbuna
propbeanie is offline   Reply With Quote
Old 04-30-17, 06:27 PM   #5
LCQ_SH
Lieutenant
 
Join Date: May 2012
Posts: 266
Downloads: 175
Uploads: 0
Default

Quote:
Originally Posted by razark View Post
Is this what you're looking for?
Fantiastic!

Exactily what I was lookinf for. Thanks mate!
LCQ_SH is offline   Reply With Quote
Old 04-30-17, 06:32 PM   #6
LCQ_SH
Lieutenant
 
Join Date: May 2012
Posts: 266
Downloads: 175
Uploads: 0
Default

Quote:
Originally Posted by propbeanie View Post
That will do him just fine. Nice and easy to see for old eyes...

As for the sonar issue LCQ_SH, it is one of several such issues you will encounter. Check the "rating" of the sonar man. You might not have a good "listener" at the post at the time you're hearing what he can't. You can also "point" the hydrophone in the desired direction, and sometimes they will then be able to hear it, though they won't always "follow" it. You will also find times where if a ship is going less half of its rated speed, you'll not be able to hear, yet the sonar man can. Very strange.
What I'm wondering is if realistically I'm supposed to listen a ship far away and my sonarman is actually correct by not being able to listen and I am just listening something that should not be able to. As this is sometimes how I track down ships, I search on the hydro and see the green light on, but still to far so my smart sonarman can actually suggest he is listening to something. Or am I being a succesful skipper by a ingame bug?
LCQ_SH is offline   Reply With Quote
Old 04-30-17, 07:11 PM   #7
Sniper297
The Old Man
 
Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
Default

Sonar in the game is way oversimplified, but if they made it realistic it would practically be a stand alone game. In SH4;

Leadership
Electrical
Mechanical
Guns
Watchman

There's nothing in the skills for sound, I would assume it's electrical, or possibly electrical skill combined with watchman skill. You could try finding men with high ratings in those two skills, see if they do better than average.

If you can hear something the AI crewman can't, or the green light comes on when pointed at a specific bearing, turn to that bearing, bend on some knots, and see if a target does become audible.
Sniper297 is offline   Reply With Quote
Old 04-30-17, 09:22 PM   #8
LCQ_SH
Lieutenant
 
Join Date: May 2012
Posts: 266
Downloads: 175
Uploads: 0
Default

Quote:
Originally Posted by Sniper297 View Post
Sonar in the game is way oversimplified, but if they made it realistic it would practically be a stand alone game. In SH4;

Leadership
Electrical
Mechanical
Guns
Watchman

There's nothing in the skills for sound, I would assume it's electrical, or possibly electrical skill combined with watchman skill. You could try finding men with high ratings in those two skills, see if they do better than average.

If you can hear something the AI crewman can't, or the green light comes on when pointed at a specific bearing, turn to that bearing, bend on some knots, and see if a target does become audible.
Yep, that's why I usually do. The thing is that I wasn't sure if it was because the sound guy is not skillful enough or if the sonar is having more range than it should have and only I could listen to it.
LCQ_SH is offline   Reply With Quote
Old 04-30-17, 11:22 PM   #9
Sniper297
The Old Man
 
Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
Default

Dunno about the actual range of WWII sonar, my only real world experience was with the AN/AQS-13A dip sonar in SH-3 Sea King helicopters. Max range setting on that was 20,000 yards, but depending on how loud the sound was and how much ambient noise interference there was (the real ocean is noisy as hell with "biologicals" and other stuff) and the thermal layers you could pick up sounds twice that far, or be unable to hear cavitating screws 2000 yards away. SOP if you thought you heard something (and there were two of us plugged into the sonar set) was to tell the pilot, who would order the hydrophone retracted, fly a couple miles in the direction of the suspected contact, go into a hover and order the sonar lowered again. Got a more firm contact in that location we'd raise the sonar and break hover again to move in the new direction and try again, repeat until we found it was merely a wreck on the bottom with the current banging something against something else.
Hunting surface ships is a lot easier, I never did find Red Oktober.
Sniper297 is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 09:32 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.