View Full Version : [TRY] If you have a dumb hydrophone operator .
THE_MASK
08-14-10, 12:40 AM
Look here . Use TDW .EXE fix .
http://www.subsim.com/radioroom/showthread.php?t=181433
TheBeast
08-14-10, 08:46 AM
What does this MOD do?
PL_Andrev
08-14-10, 11:49 AM
[TRY] If you have a dumb hydrophone operator .
http://www.filefront.com/17199984/sobers hyrophone fix.rar
feedback .
install with jsgme last
Thanks! Is working now correctly.
I used TDW's IRAI 15.1, and hydro is read from 27km, but now I have many many contacts...
:yeah:
Good work, Sober!
http://img213.imageshack.us/img213/2347/hydrofix.jpg
DavyJonesFootlocker
08-14-10, 02:29 PM
Nice:DL
THE_MASK
08-15-10, 06:05 PM
56 downloads , not much feedback . Do you think i should reduce the hydrophone operators ability a tiny bit .
Kronzky
08-16-10, 06:15 PM
I tried this with the "Pedestal" mission (where you start out with 9 warships within about 6km of the sub), but none of them are shown on the hydrophone, even after installing this mod.
I go down to nearly 40m, stop the engines, and still nothing...
http://www.kronzky.info/misc/surfaced.jpg http://www.kronzky.info/misc/dived.jpg
I don't have IRAI installed, but that shouldn't be necessary, or is it?
http://www.kronzky.info/misc/mods.gif
http://www.kronzky.info/surfaced.jpg http://www.kronzky.info/dived.jpg http://www.kronzky.info/mods.gif
THE_MASK
08-16-10, 06:30 PM
No idea why it isnt picking up those contacts , i tried it with IRAI and its the same as you . But if you do the Past the rock mission it picks up every contact . Strange .
Ducimus
08-16-10, 06:58 PM
Might be related to the targets speed.
THE_MASK
08-16-10, 07:10 PM
Might be related to the targets speed.I think you are correct .
TheDarkWraith
08-16-10, 07:51 PM
I think you are correct .
He is correct. In stock your hydrophone operator will not detect a contact until that contact is >= 0.25 * contact's max speed. With IRAI it's 0.075 * contact's max speed.
609_Avatar
08-17-10, 01:50 PM
56 downloads , not much feedback . Do you think i should reduce the hydrophone operators ability a tiny bit .
Well, I started using your mod from the beginning so I don't really have much to compare it to. I still find him kind of dumb though, as I can hear contacts that he never seems to pick up, at least in the last mission I did. I was chasing these two contacts for hours and could hear them easily but he never called them out despite having his abilities maxed out for detection. Other times he seemed to be doing okay.
musides
02-16-11, 03:17 PM
Is this the best mod available regarding the hydrophone? Looks like not much activity/discussion.
Stormfly
02-16-11, 04:17 PM
Thanks for this Sober ! :up:
kalijav
03-02-11, 04:54 AM
I tried the mod, along with MO, and for some reason my sonar now picks up contacts surfaced, even at flank speed.
I don't know if both mods are compatible, but I thought I should report the issue. :)
Thanks for your mods :)
stoianm
03-02-11, 04:57 AM
I tried the mod, along with MO, and for some reason my sonar now picks up contacts surfaced, even at flank speed.
I don't know if both mods are compatible, but I thought I should report the issue. :)
Thanks for your mods :)
this mod has nothing to do with hydro at surface... if you are using MO you sould have hydro working only when submerged
the mods are perfectly compatible:up:
kalijav
03-02-11, 05:17 AM
So then the issue most likely comes from MO then ?
(You're fast to answer :yeah:)
stoianm
03-02-11, 05:19 AM
So then the issue most likely comes from MO then ?
(You're fast to answer :yeah:)
nope... i do not know from where you have this issue... but sure not from MO... post your mod list and maybe i will have an ideea:up:
kalijav
03-02-11, 05:27 AM
Well, i have:
MO (with patch 2, removed the steelvikings shadows, I'm using Arclight_MRP)
TDW depth Keeping problem (with patch also)
New ui v6.4.0 test
Sobers realistic hydrophone operator
French shortcuts
And that's it.
stoianm
03-02-11, 05:32 AM
Well, i have:
MO (with patch 2, removed the steelvikings shadows, I'm using Arclight_MRP)
TDW depth Keeping problem (with patch also)
New ui v6.4.0 test
Sobers realistic hydrophone operator
French shortcuts
And that's it.
Should be ok then...
what i do not remember is if you use the old hydro if he is working at surface with MO:hmmm: - i am sure that the new one is working only at depth with MO
i will test that and came back with an clear solution (i hope):D
kalijav
03-02-11, 05:36 AM
I don't know that either, and I can't find the list of included mods anymore.
Thanks again ! :)
stoianm
03-02-11, 05:38 AM
I don't know that either, and I can't find the list of included mods anymore.
Thanks again ! :)
I am speaking about the hydro from the game (not for the mod)... you know when you want to upgrade your uboat in bunker... there is 2 types of hydro
kalijav
03-02-11, 05:48 AM
oh ok, well i just started the campaign (again) and I have only basic stuff, it's my first patrol.
I don't know if this changes with the 2nd one you get.
stoianm
03-02-11, 06:11 AM
oh ok, well i just started the campaign (again) and I have only basic stuff, it's my first patrol.
I don't know if this changes with the 2nd one you get.
With the MO the hydro work as is supose too:
If you use this type of hydro thhen you will can use hydro at surface and submerged:
http://i1124.photobucket.com/albums/l568/stoianm/hydro1.jpg
If you upgrade at this type of hydro then you can use your hydro only submerged
http://i1124.photobucket.com/albums/l568/stoianm/hydro2.jpg
et voilla maintenant tout est ok:up: (was an false alarme:DL)
Magic1111
03-02-11, 06:55 AM
the mods are perfectly compatible:up:
Yes, agree this ! Both MODs work perfect together....! :up:
kalijav
03-02-11, 07:01 AM
Awesome ! I didn't know there was a difference :)
Thank you very much for checking it out :)
He is correct. In stock your hydrophone operator will not detect a contact until that contact is >= 0.25 * contact's max speed. With IRAI it's 0.075 * contact's max speed.
So this is why after I installed the wonderfull/marvelous/glorious IRAI I´ve been picking more contacts than my eels and skills can handle!
raymond6751
03-09-11, 04:44 AM
I was getting a report, at periscope depth, of an enemy warship at close range bearing 16 degrees.
Scoped and found empty seas. Did F2 full look around and totally empty seas.
THE_MASK
03-09-11, 05:35 AM
I was getting a report, at periscope depth, of an enemy warship at close range bearing 16 degrees.
Scoped and found empty seas. Did F2 full look around and totally empty seas.Enemy submarine :o
raymond6751
03-11-11, 06:29 AM
Enemy submarine :o
Ah hah! Well that's my first sub contact ever. Thanks.
Mouftic
03-11-11, 06:33 PM
Being a sonar operator for more than 7 years with advance detection courses, it is actually possible to detect contact more than 80 miles away. Has you may not know, sound does not travel in straight lines like a radar. It actually travel in waves, follows currents, bounces off bottom... etc I once tracked an LA class submarine 80 miles away in a convergence zone (CZ). The contact just passes throught the CZ which was about 1 mile long (wide) and then abrupted out. I dont really know what was the capabilities of the passive sonar were at the time, but getting contacts 37km away in straight line seems a bit exagerated, but it would be too complicated I guess to make real models of the water collumn since it changes everywhere around the world and also depends on seasons and more...
None the less, good job on the mod, but I dont think we will ever achieve real life water properties and proper sound propagation.
Also, I dont know why we cant identify the contacts (class of ships) on the passive sonar? Just by listening, i can give you the number of blades, shafts and rpm. This is a pretty good indication of the ships, at least down to a type (destroyer, BS, AC, Tanker....)
Captain Can
03-19-11, 07:26 PM
sober i am reinstalling SH5 after a fresh new Windows 7 install. i am trying to download this but it says invalid file id. Have you removed this mod?
THE_MASK
03-19-11, 07:29 PM
I just edited the first post . Use TDW fix .
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