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IRONxMortlock
12-18-06, 08:00 PM
I was tracking a large convoy last night with hydrophones (well I wasn'tbut my sonar man was). The weather turned bad though and I realised I was never going to be able to get close enough to see them so I decided to back away and try another setup once the weather improved. Anyway, there were quite a few escorts roaming around so I figured better safe than sorry and dropped down to 100m while I waited for everyone to pass.

Up to this point the sonar man had been adding hydrophone contacts to the map and keeping them up to date. However as soon as I went deep he stopped doing this. I went to the hydrophone station and manually listened and the convoy was as loud as ever but all contacts were now marked as unknown.:-?

Is it supposed to work this way? Perhaps there's a realistic limitation to hydrophones so that they don't work well at depth (thermacline?) and it's the modelling of this that I'm seeing?:hmm: Or is this a bug?

Thanks,

M
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IRONxMortlock
12-19-06, 06:41 AM
Update

I noticed that I was continuing to have this problem even at shallower depths. I replaced the radio room crew and suddenly - ta da! - the hydrophone contacts were been reported on the map again.

Therefore I assume this was caused by the poor performance of fatigued operators. Nice touch! :up:
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HEMISENT
12-19-06, 08:09 AM
Yup, radio room performance seems to be very sensitive to crew members' fatigue and rank. One of the first things I do is try to get qualified upper ranking PO's in those positions whenever underwater. I replace them with unqualified seaman on the surface and let the good guys rest...they are THAT important.

Martin1813
12-19-06, 10:22 AM
it's definitly the good solution, HEMISENT.


they are your ears and your eyes and it would a pity having a noob in the place while you're hunting/hunted because the good man can't raise hir arm.:damn:

Loaf
12-19-06, 10:39 AM
I noticed playing GWX that I still occasionally get hydrophone reports while I am on the surface... Anybody else have this problem?

Is that something that can be fixed with a mod, or is it hard-coded?

Martin1813
12-19-06, 10:44 AM
I used to notice that sometimes with TGW but I don't know if this is still present in GWX.

JU_88
12-19-06, 11:13 AM
I noticed playing GWX that I still occasionally get hydrophone reports while I am on the surface... Anybody else have this problem?

Is that something that can be fixed with a mod, or is it hard-coded?

Ive noticed that since the first time i ever played sh3.
So thats a stock game problem, not a GWX problem mate.

Other stock game problems with hydrophones include:

Hydrophone reports stationary ships

and

Hydrophone works though land. (the sh3 would doesn't always treat land as and obsitical where it should)

ASAIK -these issues are hard coded and cant be fixed easily.

ref
12-19-06, 01:13 PM
I noticed playing GWX that I still occasionally get hydrophone reports while I am on the surface... Anybody else have this problem?

Is that something that can be fixed with a mod, or is it hard-coded?

If you're in bad weather it's possible that the hydrophone reciever get's underwater for a moment.

Ref

Loaf
12-19-06, 01:45 PM
If you're in bad weather it's possible that the hydrophone reciever get's underwater for a moment.

Ref
That would explain why it doesn't happen all the time... I find it a bit of an immersion-killer. I guess I could always un-man the hydrophone station when I am on the surface.

Deimos01
12-19-06, 04:19 PM
If you're in bad weather it's possible that the hydrophone reciever get's underwater for a moment.

Ref
That would explain why it doesn't happen all the time... I find it a bit of an immersion-killer. I guess I could always un-man the hydrophone station when I am on the surface.

Actually you are right on the money with that one. The game doesnt really understand the difference between being submerged and just being under a big wave on the surface as far as hydro goes. Alls it knows is when the sound head is under water then you get a sound fix. Not a GWX issue. It is a stock game issue.

Sailor Steve
12-19-06, 04:24 PM
And that's only half the problem. You shouldn't have to have the hydrophone manned while surfaced, or the radio while submerged. having the two combined means that you have to do something very unrealistic just to have peak efficiency in the compartment. Same goes for having the dive planes manned while surfaced.

hocking
12-20-06, 12:21 AM
Here is my current experience with the Hydrophones:

I am chasing a slow moving merchant in very heavy seas, fog, and rain. I can't see anything really. Here are the issue I am having with the Hydrophones:

1) I am getting no "Map update" images on my map indicating sound locations of ships close by. The sound-room reports sound contacts to me, but he will not mark the map where these sound contacts are coming from, and at what distance. He just verbally tells me.

2) When I go to the surface, he will continue to report the sound contacts to me. From this, I am able to enter a chase with the ship while keeping somewhat of a fix on its position. When I go to the Hydrophones myself, I see what is happening. The phones are being submerged occassionally when my boat buries into the heavy seas, so I am occasionally able to hear the merchant ahead of me. I do not hear it the entire time I am listening, but I will hear it for enough time to get a location on the merchant. I have not tried this is calm seas yet.

3) Then the most frustrating part of it. When I get in close to the merchant, my sound-room crewman starts reporting "No Sound Contact". It is like he leads me in real close, and then decides to go deaf on me leaving me to fend for myself. Well, fine, I go to the Hydrophones myself to listen for the sound contacts again. Nothing. I can't hear a thing no matter how long I sit there and try to find the merchant again. Then I submerge, and I will pick the merchant up with the Hydrophones completely away from me somewhere since it took so long to find it again. Very frustrating.

Why am I not getting any map updates from my sound-room? Why does the sound-room all of a sudden lose contact with the ship when it is in close? I think the opposite should happen, he should hear the ship better when we are closer to it.

One of my sound-room men are "Radio" Qualified, and the ohter is not. My green bar is nearly half filled I believe.

IRONxMortlock
12-20-06, 01:47 AM
Here is my current experience with the Hydrophones:

I am chasing a slow moving merchant in very heavy seas, fog, and rain. I can't see anything really. Here are the issue I am having with the Hydrophones:

1) I am getting no "Map update" images on my map indicating sound locations of ships close by. The sound-room reports sound contacts to me, but he will not mark the map where these sound contacts are coming from, and at what distance. He just verbally tells me.

2) When I go to the surface, he will continue to report the sound contacts to me. From this, I am able to enter a chase with the ship while keeping somewhat of a fix on its position. When I go to the Hydrophones myself, I see what is happening. The phones are being submerged occassionally when my boat buries into the heavy seas, so I am occasionally able to hear the merchant ahead of me. I do not hear it the entire time I am listening, but I will hear it for enough time to get a location on the merchant. I have not tried this is calm seas yet.

3) Then the most frustrating part of it. When I get in close to the merchant, my sound-room crewman starts reporting "No Sound Contact". It is like he leads me in real close, and then decides to go deaf on me leaving me to fend for myself. Well, fine, I go to the Hydrophones myself to listen for the sound contacts again. Nothing. I can't hear a thing no matter how long I sit there and try to find the merchant again. Then I submerge, and I will pick the merchant up with the Hydrophones completely away from me somewhere since it took so long to find it again. Very frustrating.

Why am I not getting any map updates from my sound-room? Why does the sound-room all of a sudden lose contact with the ship when it is in close? I think the opposite should happen, he should hear the ship better when we are closer to it.

One of my sound-room men are "Radio" Qualified, and the ohter is not. My green bar is nearly half filled I believe.

Perhaps you have the same problem I experienced - your soundman is too tired and is nodding off at the (hydrophone) wheel. My guys were tired enough to not be able to report propoerly but not tired enough to show the red fatigue mark in the crew management screen.

Try swapping out the compartment with fresh P.Os.
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Kpt. Lehmann
12-20-06, 01:53 AM
Also, as is historically accurate for the GHG hydrophones... GWX models a deadzone directly ahead that will prevent you from hearing contacts. (cone of silence if you will)

With GHG hydrophones... you can best listen to contacts at an angle.

hocking
12-20-06, 08:07 AM
I believe you have answered a large portion of my question Kpt. Lehmann. I did not know about the dead zone directly ahead of the boat, and this is why my soundman was losing contact. I was trying to chase down the sound, so I was purposely trying to put the sound contact at my 12:00 position. I was able to still hear the contact from a distance, simply because I could not get the contact directly on my 12:00 position with any degree of accuracy because of the distance between us. But, the closer I got, the more accurate I was with putting the contact on my 12:00 position, and therefore putting the ship in the deadzone that you are speaking of (I am in a IIA with the GHG hydrophones). This is why my soundman would lose contact I am sure. I love the realism and historical accuracy that you have put into your mod.

However, my soundman would be very slow in picking up the contact again, even after I have already passed him and he pops up again 180 degrees behind me. In other words, even after the contact is off of my 12:00 position, and we are still very close to the contact, my soundman has a hard time finding it again. Usually by the time he does find it again, the contact is a pretty good distance away (he is reported as being at a "medium distance" rather than a "short distance" away like he was before contact was lost).

As far as map contacts are concerned, I do put in fresh crewman to see if it makes a difference. I had read your post about this before this incident occured, and the first thing I did when the sound contacts weren't showing up was change out the radio room staff to two fresh Petty Officers. Still no luck. One of them was even had the "Radio" Qualification designation (I can't remember if this crewman with the radio designation was fresh or not). Even with two fresh creman in their, still no map updates.

I am afraid I might have screwed something up when I tried to install some old map tools I like to use using JSGME. I uninstalled what I had put into GWX, but I still may have messed something up I am afraid. I installed some old Nanograph, bearing/measurement map tool, and transparent overlay map tool. I then took them out after one patrol thinking that I should not have done that.

I hate it that I did that so early because now I don't know what kind of map features GWX offers as far as ship contact reports are concerned (both sound contacts, and other u-boats "Contact Report" contacts are concerened such as Task Forces and stuff like that). Any suggestions?

Notewire
12-20-06, 08:33 AM
And that's only half the problem. You shouldn't have to have the hydrophone manned while surfaced, or the radio while submerged. having the two combined means that you have to do something very unrealistic just to have peak efficiency in the compartment. Same goes for having the dive planes manned while surfaced.

Sailor Steve, 99% of the time, your comments are right on the money, not sure you have this one right though - just my opinion. I am a soldier, not a sailor, and on the ground anyway, have two guys do ANYTHINg is better than one. An example, for me, would be going on a long car trip. Only one guy can drive, but two guys are much better - someone to talk to, keep you awake, switch the headphones out every 15 mins, etc.

Anyway, cheers, and happy holidays. I just wanted to answer because I thought this was odd - but when I think about it now, just having two guys in the compartment might be more efficient, for focusing on the hydro or the radio scanner.

Just my thoughts, trying to cheer you up on the game!! :yep:

Martin1813
12-20-06, 08:53 AM
Furthermore, you can receive radio message while being in periscopic depth.
I don't know if it's realistic but I've noticed it from the begining...

Sailor Steve
12-20-06, 12:20 PM
Sailor Steve, 99% of the time, your comments are right on the money, not sure you have this one right though - just my opinion. I am a soldier, not a sailor, and on the ground anyway, have two guys do ANYTHINg is better than one. An example, for me, would be going on a long car trip. Only one guy can drive, but two guys are much better - someone to talk to, keep you awake, switch the headphones out every 15 mins, etc.

Anyway, cheers, and happy holidays. I just wanted to answer because I thought this was odd - but when I think about it now, just having two guys in the compartment might be more efficient, for focusing on the hydro or the radio scanner.
Where lookouts are concerned you are absolutely right. The problem with the radio and hydrophones is that they are two different compartments, plus the fact that when submerged the radio doesn't work (well, below 25 meters anyway), and the hydrophones don't work when surfaced, so having them manned in those conditions is next to useless. The way it is in the game is nothing like the way it was in real life, hence my comments.

IRONxMortlock
12-20-06, 06:51 PM
Where lookouts are concerned you are absolutely right. The problem with the radio and hydrophones is that they are two different compartments, plus the fact that when submerged the radio doesn't work (well, below 25 meters anyway), and the hydrophones don't work when surfaced, so having them manned in those conditions is next to useless. The way it is in the game is nothing like the way it was in real life, hence my comments.

Ah, but if we follow your system who will man the gramophone when submerged?:p
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Kpt. Lehmann
12-20-06, 06:56 PM
Where lookouts are concerned you are absolutely right. The problem with the radio and hydrophones is that they are two different compartments, plus the fact that when submerged the radio doesn't work (well, below 25 meters anyway), and the hydrophones don't work when surfaced, so having them manned in those conditions is next to useless. The way it is in the game is nothing like the way it was in real life, hence my comments.

Ah, but if we follow your system who will man the gramophone when submerged?:p

Yeah, Steve! Who's gonna man the gramophone.:stare: Jeez Louise! :rotfl:

Hartmann
12-20-06, 11:09 PM
is question of crew management.

in surface put your sonar men in quarters :zzz: and in periscope depth wake up your best sonar officer and let the radio men go to sleep some time.:ping:

i think thas is the better solution, and realistic.

receive radio message is a stock bug , i´m with Rub.144 and is the same.

jimmie
12-21-06, 02:14 AM
I believe you have answered a large portion of my question Kpt. Lehmann. I did not know about the dead zone directly ahead of the boat, and this is why my soundman was losing contact. I was trying to chase down the sound, so I was purposely trying to put the sound contact at my 12:00 position. I was able to still hear the contact from a distance, simply because I could not get the contact directly on my 12:00 position with any degree of accuracy because of the distance between us. But, the closer I got, the more accurate I was with putting the contact on my 12:00 position, and therefore putting the ship in the deadzone that you are speaking of (I am in a IIA with the GHG hydrophones). This is why my soundman would lose contact I am sure. I love the realism and historical accuracy that you have put into your mod.


This doesn't make sense...

Even if you can't hear anything on 12 o'clock, if you're close enough to a loud sound source, you then will hear it on, say, 340 deg or 15 deg etc. You should not need to angle yourself to hear well when the source is close enough. It's only valid when you want to find a faint source - to compansate un-even omni directional mic.

Sound socurce like cavity noise is omni directional and even if it is somewhat directional, if you're chasing a convoy, the width of a convoy is very wide and as you get closer, it gets far much wider and I think, in reality you could even hear something at 90/270 degreee even there's nothing in there (but I don't know how strongly directional the hydro mic is so 90 degree may be a bit extream example. But even using a super directional mic you should be able to hear noise on like 40/330 degree, since the noise source (entire convoy) spread out very widely.

hocking
12-21-06, 07:44 AM
I understand your point Jimmie, but in my case, I was chasing an individual contact and probably got within 1000 Meters of it when I was experiencing the soundman losing contact with it. The thing that really confuses me about the incident is the fact that the sound contact would get way off of my 12:00 position, but my soundman and myself still had a heck of a time finding it again even when it was on my 2-3 oclock position.

Anyway, I finally found the ship, and had a visual on him at about 700 meters or so. Anything beyond that was fogged out. I sunk him with two torps (a passenger/cargo ship) very close to the eastern shore of Britain.

Sailor Steve
12-21-06, 12:12 PM
Ah, but if we follow your system who will man the gramophone when submerged?:p
Yeah, Steve! Who's gonna man the gramophone.:stare: Jeez Louise! :rotfl:
Well, if you're too lazy (or God forbid too stupid) to do it yourself, just tell the radioman to do it. After all, he's not doing anything else!:rotfl: