View Full Version : Question about GWX Hydrophones
SubConscious
01-05-07, 05:14 PM
Hello all -
I have noticed that the hydrophone operator is pretty darn phenomenal in GWX (as he is in vanilla SH3, for that matter): The bearing line to the ship stops exactly at the location of the source of the sound. As most of you undoubtedly are aware already, if I mark the ends of the bearing lines and connect the dots, I have a perfect range, course, and speed of the enemy ship (assuming the use of the stopwatch between plots).
This, at least to me, seems a bit unrealistic (*ducks for cover*). Is there a mod available to extend the sound bearing lines beyond the source so they fade off into the distance so the exact location of the source remains unknown?
Not to raise anyone's hackles or anything, but NYGM has this and it definitely makes interceptions significantly more difficult.
Any assistance would be greatly appreciated. I'm having great fun playing GWX and hope to enhance the game further with this modification.
Hello all -
I have noticed that the hydrophone operator is pretty darn phenomenal in GWX (as he is in vanilla SH3, for that matter): The bearing line to the ship stops exactly at the location of the source of the sound. As most of you undoubtedly are aware already, if I mark the ends of the bearing lines and connect the dots, I have a perfect range, course, and speed of the enemy ship (assuming the use of the stopwatch between plots).
This, at least to me, seems a bit unrealistic (*ducks for cover*). Is there a mod available to extend the sound bearing lines beyond the source so they fade off into the distance so the exact location of the source remains unknown?
Not to raise anyone's hackles or anything, but NYGM has this and it definitely makes interceptions significantly more difficult.
Any assistance would be greatly appreciated. I'm having great fun playing GWX and hope to enhance the game further with this modification.
I never used NYGM so I can't be sure how they did that, but the lenght of the contact lines is determined by the game, so the only way (I'm guessing now) to modify that is reducing the sensor acuracy, I'll investigate further on the subject...
Ref
Corsair
01-05-07, 06:11 PM
I don't know how they did it either in NYGM, but you get dotted lines with a fixed length that gives you no indication on the distance of the sound source.
Corrupt_File
01-05-07, 06:14 PM
Yes, having exact location is unrealistic. Theoretically, it is possible, a *very experienced* hydrophone operator would know the maximum range of his hydrophones at a given water temperature. Knowing this, the range at which a target is heard is known. The screw rpm can be used to estimate speed, and the ships vector could be estimated by the relative increase in intesity of the screw and the estimated speed. By a bit of trig and calculus, a location of a target can be estimated. This is an ideal situation. A moving u-boat and a varying velocity at which the target moves complicated thing more.
Kpt. Lehmann
01-05-07, 06:21 PM
No worries.
It is a simple graphics replacement assuming the current version appears to be too accurate after I play with it a while.
bigboywooly
01-05-07, 08:24 PM
Of course if you didnt have the map updates on you wouldnt see them at all
:rotfl:
Kpt. Lehmann
01-05-07, 08:31 PM
Of course if you didnt have the map updates on you wouldnt see them at all
:rotfl:
:lol: :lol: :lol:
SubConscious
01-05-07, 10:35 PM
Of course if you didnt have the map updates on you wouldnt see them at all
:rotfl:
Good point!
SubConscious
01-06-07, 01:43 PM
I gave the idea of turning off map updates some thought and decided against it. Although I would enjoy the enhanced realism, I just don't have the game time to put that much effort into sinking each ship. I'm also of the opinion that it is more realistic to share in the duties of the sub - In short, I shouldn't have to plot out everything for these guys.
This, of course, presents the question of where to draw the line in terms of detail.
Sailor Steve
01-06-07, 05:11 PM
The one in NYGM was originally done for RUB. It has dotted lines that go all the way to the edge of the map.
I also used the mod that removed everything from the maps until you passed the cursor over it, and then it only gave you a dotted circle; and even then there was no information unless you or the Weapons Officer had "tagged" the target.
I love that one.
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