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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ensign
![]() Join Date: Apr 2006
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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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#2 |
Lucky Jack
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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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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#3 |
Samurai Navy
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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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#4 |
The Old Man
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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.
-Pv- |
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#5 |
Commodore
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I would love to have sonar work at PD.
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#6 | |
Samurai Navy
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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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#7 |
Rear Admiral
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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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#8 |
Silent Hunter
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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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#9 |
Lucky Jack
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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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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#10 |
Silent Hunter
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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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#11 |
Lucky Jack
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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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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#12 |
Silent Hunter
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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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#13 |
Ensign
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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.
Dave |
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#14 | |
Born to Run Silent
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![]() Quote:
Well done. Yes, I remember the outcry with SH3 that sonar should not work at PD ![]() 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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#15 | |
Mate
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Currently onboard USS Cuttlefish (SS171) Sub school, New London, CT ![]() |
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