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Old 06-23-09, 01:45 PM   #1
SgtSabre
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Default Is my sonar man hearing-impaired?

My sonar man will often report "no sound contact" or "merchant / warship lost..." Then, when I switch to the sonar screen I'll do a manual sweep and contact / re-contact the target, which can be clearly heard. At that point the sonar man will report the contact.

What the heck? Why can't he hear it? Anybody else have a similar issue?

P.S: Only noticed this problem once RFB was installed. Don't know if that has anything to do with it.
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Old 06-23-09, 02:24 PM   #2
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Well it happens in stock as well.

It is an old issue going back some time. There are all sorts of theorys as to why it happens but the simple fact is that it does happen.

Its a good thing your crew has a dilligent skipper

One thing to check is to make sure you have 'normal sweep' selected. If you left it on follow a contact he will follow that contact till it fades or sinks then go back to reading playmate of the month.
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Old 06-23-09, 02:34 PM   #3
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Two things, the sonarman is tied into your periscope meaning if you submerge and pop the scope up the sonarman will not call out contact. Drop the scope and ask the sonarman to specifially sweep for merchants or warships. In other words, if you click the 'track nearest warship' button in RFB and there is a merchant in your area the sonarman will not say a thing because you asked him to look for warships. This goes the same for warships, you can ask the sonarman all day for merchant contacts and there could be a warship sitting on top of you....the sonarman will not say a word because he was instructed to give merchant contacts. You need to keep the scope down and then ask for contacts. After he has established a contact he will continue to call out the contact even with the scope up. At this point you can really work together with the sonarman and using your scope.

As your sonarman gets more experience the better he becomes. You have to work with them. In all reality, if you understand how he works and work him like you are the skipper he can do what you need.
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Old 06-23-09, 02:49 PM   #4
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thanks for clearing up, always wondered about him
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Old 06-23-09, 03:04 PM   #5
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The sonarman also will over run the radar if you have your sub submerged at radar deapth if you have contacts on the sonar lines will show over the radar marks on the map. the good thing is if you have map contacts off there will be no negative effect becasue they do call out bearings seperately.

Like AVG said once you get the soundman calling the contacts it works like a charm.He calls you take the peeks with the scope.
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Old 06-23-09, 03:09 PM   #6
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He's a slacker, thats all there is to it.
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Old 06-24-09, 08:56 AM   #7
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In comparison to DW these guys are great. They pick stuff up at ranges my auto crew cannot do in DW.
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Old 06-24-09, 09:08 AM   #8
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If you understand how they work they can be very effective. I use him to plot and get my butt into the vicinity of the target. After that it is me and him with the scope and his calling out each degree the target moves toward the optimal firing solution.

The only thing that sucks about him is he does not call out all the time if you are in high TC while submerged. But, that does not make much difference to me. I'm on the surface at least 90% of the time and the watch is very good.
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Old 06-24-09, 03:15 PM   #9
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@AVGWarhawk
the pic in your signature, where does it come from?
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Old 06-24-09, 03:18 PM   #10
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I just found it surfing for images using MS Bing browser. Unfortunate that is about as big as it is. Maybe I can get it at a larger resolution. I will PM it you. It is a fleet in minefields. That is why you need to keep working on FM sonar
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Old 06-24-09, 03:57 PM   #11
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thanks, btw did you try to go through a minefield
with the current FM sonar mod?
i found it very difficult, with the signals coming from everywhere.
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Old 06-24-09, 10:13 PM   #12
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I think that picture is a screenshot from the film Finding Nemo
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Old 06-24-09, 10:53 PM   #13
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Default The sonar man is way too lazy

Quote:
Originally Posted by SgtSabre View Post
My sonar man will often report "no sound contact" or "merchant / warship lost..." Then, when I switch to the sonar screen I'll do a manual sweep and contact / re-contact the target, which can be clearly heard. At that point the sonar man will report the contact.

What the heck? Why can't he hear it? Anybody else have a similar issue?

P.S: Only noticed this problem once RFB was installed. Don't know if that has anything to do with it.

The sonar man is way too lazy, hope he gets better with time or one of this days I will kick him out of the boat in the middle of nowhere.

I have seen this behavior too the thing is that when you locate the contact and try to ping it, the sonar man wakes up and yell: Contact! and I am like... Dude, shut the fcuk up.



On the other hand, when there is an unknown contact and you are traveling with TC enabled, the FPS will drop from ie 100 FPS to 60 or even lower, depends on how many ships are or how close they are getting, I find this useful because then I can dive and search for contacts whit the hydrophone, it never fails and gives you the time to plot their curse and the intersection point.



Quote:
Originally Posted by SteamWake View Post
then go back to reading playmate of the month.


I do not think Playboy is that old, is it?
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Old 06-25-09, 10:25 AM   #14
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Quote:
Originally Posted by vickers03 View Post
@AVGWarhawk
the pic in your signature, where does it come from?

that looks like its from the doom 3 video game where a monster throws flaming skulls at you that explode lol
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Old 06-26-09, 10:30 PM   #15
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Is there some way to get the sonar man to report escort making attack run? I thought I heard that somewhere, I am very dissatisfied with the Sonar man, are there any mods out there that might help?Thanks! Joe S
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