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View Full Version : Excessive noise in the hydrophone room


Foghladh_mhara
02-09-08, 06:57 AM
Has anyone else had the problem of external noises when using the hydrophones?

It doesn't happen very much and is more the exception than the rule but man its annoying. When I go to depth for a sound check I stop the electrics, right click the sonar logo and do a manual sweep with the speakers turned up full. Now normally you hear the ambient noise and if you're lucky the thump-thump of a lonely freighter :arrgh!: but on some patrols the room sounds like a gale is blowing! In fact the level of noise is the same as that in the control room. Depth and weather conditions have no effect on it. At the start of this patrol I had no probs and tracked 2 contacts easily but on my last dive its there again. You can still pick out contacts if they're there but it aint easy:nope:

onelifecrisis
02-09-08, 06:59 AM
It's a stock SH3 bug, where a sound (e.g. the wind) gets "stuck" and loops all the time. Only way to fix it is to save, exit, and reload. :(

Venatore
02-09-08, 07:09 AM
I've just made a new wind sound [Haunting Atlantic Wind], ya never know it may stop this, but I doubt it :hmm:

Foghladh_mhara
02-09-08, 07:18 AM
Thanks for the fast answer. That solves that then :D

Brag
02-09-08, 07:53 PM
Yup, the wind loop gets stuck, very annoying. Save, exit and reload is only fix :shifty:

Shadowblade
09-14-08, 01:52 PM
Yup, the wind loop gets stuck, very annoying. Save, exit and reload is only fix :shifty:

:nope: that's bad, we can save and risk a savegame failure ...

nirwana
09-14-08, 05:33 PM
If u have external camera enabled select ure sub and move the camera below the surface. The blubbering of the water kills the windloop and ure ready to go for the hydro.

JMV
09-14-08, 05:52 PM
There is a mod somewhere containing a blank amb_Hydrophone.wav ( don't remember the name ). I have it installed, it's 71 Kb and since the room is as quiet as a monk's cell. JMV

Blacklight
09-14-08, 10:41 PM
The thing with the wind blowing madly through the sub HAS to have something to do with Bernard. When that happens, I'm surprised to not see the maps and papers go flying all around the inside. :D

Seriously, to make the stuck wind sound loop go away, switch to the conning tower view and then go back down into the sub. It makes the wind in the sub stop.

Siegfried von Funk
05-25-09, 01:44 AM
No, it doesn't. Not when submerged...