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Old 04-09-07, 03:52 PM   #1
horrgakx
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Default No sound contacts whatsoever

I have to rely on being surfaced to detect any kind of surface contact, I do not get ANY reports of sound contacts. Whats going on?

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Old 04-09-07, 03:56 PM   #2
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Sonar does not work above 60 feet. Not sure if historcally correct but surface noise when at scope depth did drown out good sonar contact.
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Old 04-09-07, 04:14 PM   #3
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The stock game sets the sonar sensor Max Height at a number -9 (-300 to -9). So it it will not work at periscope depth. You can change this in Sensors.sim if you wish to have it work at periscope depth. Try to go down further a few feet until you hear it on the hyrophone station yourself.

I set mine for 1 hex less than the three given -6, -6, -9.
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Old 04-09-07, 06:42 PM   #4
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Better yet, if you are in a non-S boat, all you need to do is use 55 or 56 feet depth. Both your attack scope and sonar will be usable. No need to edit anything. To test this go to your hydrophone station and descend until you hear your own props behind you. When that happens, you will hear all other sound contacts and your crew will report them. It takes a certian amount of depth for the surface noise to be suppressed enough to use the hydrophones.
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Old 04-10-07, 12:38 PM   #5
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I would love to have sonar work at PD.
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Old 04-10-07, 12:50 PM   #6
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Quote:
Originally Posted by AVGWarhawk
Sonar does not work above 60 feet. Not sure if historcally correct but surface noise when at scope depth did drown out good sonar contact.
That is not historical, particularly for sonar heads mounted on the bottom of the hull. Hyrdophone effectiveness should degrade based on submarine movement, proximity to surface and surface condition due to interference from surface noise and movement of water around the sub. Sonar/hydrophone should only flat out not function if the sonar head is physically out of the water, and for most of the war, this was not the case with US hydrophones due to their location.

There are plenty of accounts of sonar being utilized on the surface in the right conditions and particularly in locating strong sounds (pinging, proximate machinery sounds, torpedo runs, torpedo detonations, depth charge detonations, ships breaking up, etc.). The sonar man certainly had a role during night surface attacks.
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Old 04-10-07, 01:12 PM   #7
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I would imagine that if

A. Pickups were below the water line.

B. Sub was at a dead stop

C. Seas were glassy smooth

You wold be able to hear a pin drop while surfaced.

Large convoys make a tremdous amount of noise espically while steaming at speed. Reminds me of that line from Red October "At that speed they could run over my daughters sterio and not hear it".

My point is that the sensors should "work" regardless of depth. The variable should be amount of background noise the usefull sounds could be heard above. Kind of like these forums... but I digress.

Another thing to note that a sense of scale is skewed in SH4 the radar can pick up ships at a much greater range than they could be heard.

However at the range of the OP's post you could probably hear the boat with Mark 1 sonar (your ears).
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Old 04-10-07, 01:19 PM   #8
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I seem to recall that in SH3 people were complaining that the sonars did work at PD and a mod came in to remove that availability.
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Old 04-10-07, 01:23 PM   #9
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I suspected you could use the sonar close to the surface. It might be harder to pinpoint specific noised because of surface noise? I do not know.
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Old 04-10-07, 01:53 PM   #10
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This is how sonar works in real life:

http://www.fas.org/man/dod-101/navy/...P/snr_prop.htm

none of this is modeled in SH4 except the thermal layer. Normally, it should be harder to hear close to the surface due to temperature changes (figs.6,7 & 8), reflection of sound on the surface and the turbulence caused by the boat.

In Dangerous Waters where the Sonar is based on this model, you will normally pick up stronger sound signals as you go deeper.

In SH4, it looks like the sound model is very simple, namely contacts appear as soon as they are at a certain range with an adjustment based on whether the sub is above or below the thermal layer.

Normally you should still be able to pick up contacts at PD although not as well as if you go deeper, since the SH4 sound model appears to be a simple on/off thing, I presume it was a design decision to remove the ability to hear sound contacts at PD.
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Old 04-10-07, 02:22 PM   #11
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I guess it might be hard to model in RL to virtual reality. Anyway, I think the sonar should work at PD but perhaps implement a water/swishing noise on top of the prop noises you hear.
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Old 04-11-07, 08:50 AM   #12
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while playing last night, I noticed that my soundman will still report and track contacts at PD, even though when I manually man the station, I cannot hear any sounds, so your sub is not deaf at PD.
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Old 04-11-07, 09:04 AM   #13
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See my screenshot, a merchant approached to about 600yds away and nobody reported it. I stuck the periscope up and THEN they saw it.


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Old 04-11-07, 09:23 AM   #14
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Quote:
Originally Posted by Bilge_Rat
This is how sonar works in real life:

http://www.fas.org/man/dod-101/navy/...P/snr_prop.htm

none of this is modeled in SH4 except the thermal layer. Normally, it should be harder to hear close to the surface due to temperature changes (figs.6,7 & 8), reflection of sound on the surface and the turbulence caused by the boat.

In Dangerous Waters where the Sonar is based on this model, you will normally pick up stronger sound signals as you go deeper.

In SH4, it looks like the sound model is very simple, namely contacts appear as soon as they are at a certain range with an adjustment based on whether the sub is above or below the thermal layer.

Normally you should still be able to pick up contacts at PD although not as well as if you go deeper, since the SH4 sound model appears to be a simple on/off thing, I presume it was a design decision to remove the ability to hear sound contacts at PD.

Well done.

Yes, I remember the outcry with SH3 that sonar should not work at PD I agree with your analysis, passive hydrophone should be functional but less effective at PD. I'm pretty sure it was standard procedure for a US sub skipper to order the planesmen to take her below PD unless he was actually using the scope (I could be wrong), to avoid broaching.

I have noticed that if you descend to 80 feet and cut your motors, you can actually pick up sound contacts that you would not be able to hear. Try it and see, you can hear the difference when the sub's motors stop. Ideally, the sound change would occur when the sub's speed nears 0 knots, but anyway, pretty neat. Also, worth noting that without forward propulsion, the sub should slowly rise or descend, depending on the state of trim, but that is probably not modeled.
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Old 04-11-07, 09:42 AM   #15
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Quote:
none of this is modeled in SH4 except the thermal layer. Normally, it should be harder to hear close to the surface due to temperature changes (figs.6,7 & 8), reflection of sound on the surface and the turbulence caused by the boat.
Not to mention lack of reciprocal bearing contact ambiguity as well (sound does exist on both sides of the JK bar!)...I hate to say it, but, the sonar and radar in SH series is just painfully, painfully simplified...In game, it works more like a radio contact than a sensor. (it is, in fact a 'radio contact' with a few added detection variables)
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