View Full Version : Hydrophone display query
KeybdFlyer
07-01-09, 11:39 AM
http://i101.photobucket.com/albums/m76/KeybdFlyer/SH3%20Images/Untitled.jpgMy apologies if this has already been covered elsewhere, though I can't find reference to this little "problem". I've just re-installed SH3 with GWX 3.0 and find that when a contact appears via the hydrophone I have one or two (depending upon the range) gaps or breaks in the direction-line extending from the U-boat. It is almost as though there are a couple of invisible circles surrounding the boat which blank-out the contact line. Is this intended, or is it a graphical glitch, or maybe a display fault on my setup only? As soon as I get back into the game, I'll grab a screenshot of the map display at edit this post to show what I'm referring to, but if anyone out there already has an explanation, don't hesitate to let me know! :DL Image shows what I mean. If it's intentional that's fine, I can live with it. If it's something I need to sort out then I'd like to do just that!
vorosgy
07-01-09, 12:22 PM
It is intentional, to make it harder for you to determine the accurate range to the contact, and thus making it impossible to get a firing solution using only the hydrophone (as it was impossible in real life).
Edit: Sorry, I use OLC's mod, where the gaps are much larger and really make range determination harder. These small gaps on the screeshot you posted... I don't know what they're good for.
Brer Rabbit
07-01-09, 02:23 PM
Not sure but it could be a result of sound propagation factored into the program. ???
Since thermal layers are not modelled in the game I say no to the last comment. Or if they are, it's done poorly. They are simulated to some effect (simply by limiting the sensors max depth) with Sh3 Commander. I have no idea about the purpouse of the gaps either, just that it seems 'normal'.
Sailor Steve
07-02-09, 12:30 PM
The stock game lets you get the precise range to the target using the ruler to measure the distance of the line. Very unrealistic. The 'gapped' line was the only way to make a line that couldn't be measured.
KeybdFlyer
07-02-09, 04:08 PM
That's all I needed to know, so thanks for the input. Having been away from SH3 for so long, a lot has changed and I was worried that I had encountered some sort of error or graphical 'glitch'. Whatever the reason for the gaps, so long as it's intended (and thus "normal"), I'm happy. Now if I can just get my saved games to load-in reliably, I'll be really happy! :DL
Kpt. Lehmann
07-02-09, 05:24 PM
That's all I needed to know, so thanks for the input. Having been away from SH3 for so long, a lot has changed and I was worried that I had encountered some sort of error or graphical 'glitch'. Whatever the reason for the gaps, so long as it's intended (and thus "normal"), I'm happy. Now if I can just get my saved games to load-in reliably, I'll be really happy! :DL
Sorry for the off-topic...
... but KeybdFlyer, didn't you used to fly Red baron 3D online?
Nictalope
07-02-09, 11:05 PM
Of course with the gapped line on hydro comes the missing little line in your sub and contacts, where was shown clearly where were heading each unit,
I would say very unrealistic too (that heading line on stock), as part of the trick is discover the heading angle and so on in order to get the torpedo solution, am i wrong? :06:
KeybdFlyer
07-03-09, 09:53 AM
Kpt.Lehmann - Sent you a PM.
Nictalope - You're right, though the missing 'tail' threw me for a few seconds when I first re-installed with GWX. I'm assuming you're the author of the darkened/modified compass rose mod that I d/l yesterday (not installed it yet though)? Nice work, you saved me the job I had just started on to achieve the same end result!
Nictalope
07-03-09, 12:25 PM
heheheh you're welcome,
it really was a big moonface on my left eye :O:
I believe there is a color contact mod which turns back the contacts with "Tail", color (also changed by gWX to do more realistic thing) and sound line on hydro, just like stock
I insist on this, but for the uncolored contact thing, a good thing is the iluminated flag issue on neutrals (besides illuminated windows and position light) which could be modified in order to get a brighter flag, there is a mod for this, by Rubini :
http://www.subsim.com/radioroom/showthread.php?t=152479&page=2
and the merchant fleet mod, worked now by iambecomelife which will have those big flags on both hull sides, as seen in many a time during the war.
Waiting for it !:yep:
Both, to me, more realistic things.
Cheers
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.