View Full Version : RE:Hydrophones
I noticed an option at the start of my first career patrol to choose between two different hydrophones. The newer type is available for 300. How do I select it?
Don't remember exacly, but I think if you have enough renown just double click on new hydrophone and you should see confirmation screen. Don't foeget to choose option "Yes" :)
Mannesmann
11-02-10, 06:06 AM
While on the subject of hydrophones...at a point a new version gets available put in the description it says something like: "..its disadvantage was the extreme vulnerability to depth charges".
In practical terms, how true is this, will the hyprophones be wrecked after a single "bombing-run"?
Herr-Berbunch
11-02-10, 06:24 AM
If you click the Hydrophones option on left, then double click the KDB in the window that appears to the right of it and then click Yes you should get it successfully. A word of warning though, don't add items from this screen before your first patrol or it may cause problems. :nope:
http://farm5.static.flickr.com/4064/5138937393_2b6cd5d22c_b.jpg
Herr-Berbunch
11-02-10, 06:27 AM
While on the subject of hydrophones...at a point a new version gets available put in the description it says something like: "..its disadvantage was the extreme vulnerability to depth charges".
In practical terms, how true is this, will the hyprophones be wrecked after a single "bombing-run"?
It may get damaged, but I don't think it's any more likely than another part of your boot. You may be able to repair it with your damage control crew once surfaced - not 100% sure, but if it's completely destroyed I doubt it.
My advice is to avoid being DC'd :D
Really, really great advice!!:har:
Jimbuna
11-02-10, 11:27 AM
While on the subject of hydrophones...at a point a new version gets available put in the description it says something like: "..its disadvantage was the extreme vulnerability to depth charges".
In practical terms, how true is this, will the hyprophones be wrecked after a single "bombing-run"?
Sadly it appears to be the radio room which receives damage more often than any other area.....stoooopid hard coding of the game engine.
Anything classified as 'destroyed' can only be repaired back at base/milch cow/resupply vessel.
Does the 300 renown hydrophone have any real advantage over the standard one?
I believe it does. Sounds seem to be louder and I can detect prop sounds at greater distance. Combine that with qualified PO's and you can pick up more contacts when running submerged.
I also echo the advice of others: Do not upgrade anything on the boat before the first patrol of a new career. You can add crewmen and change your torpedoes, but don't add anything else, including a sub emblem. The possible result is the loss of credit for all ships sunk during that first patrol. Be patient and wait for the beginning of your second patrol to tweak your boat. It's a long known game bug that can't be worked around.
Considering how GWX starts you off, it's possible to tweak your boat all you want. You won't be shooting at anything on your first patrol anyways.
If you click the Hydrophones option on left, then double click the KDB in the window that appears to the right of it and then click Yes you should get it successfully. A word of warning though, don't add items from this screen before your first patrol or it may cause problems. :nope:
http://farm5.static.flickr.com/4064/5138937393_2b6cd5d22c_b.jpg
^ Thanks Herr-Berbunch! Fair winds and following seas.
krashkart
11-02-10, 08:20 PM
My advice is to avoid being DC'd :D
I thought those were beer kegs. :damn:
frau kaleun
11-02-10, 09:00 PM
I thought those were beer kegs. :damn:
Oh sure, that's what they tell you down at the recruiting center. How else are they gonna keep signing up all those eager young volunteers?
Does the 300 renown hydrophone have any real advantage over the standard one?
When you use the hydrophone manually I've never noticed a difference between the stock and upgrades. With a PO or seaman at his post with the better hydrophones there is a noticeable difference. The overall angle (160 as opposed to 120 (I think is the stock) degrees) is wider with the better ones. The closer you get to a convoy it really doesn't make much difference, once you're in the middle or close enough you'll get contacts on your map the full 360.
Generally speaking, once stars getting destroyed its time to head back to port. Certain things you can still function with: if only 1 engine is destroyed you can still run on a single engine, same with the batteries (though underwater time is greatly decreased). The coup de tat is when your attack periscope gets destroyed; if your UZO is still functional you can attack at night, otherwise even if you use manual aiming (literally shooting from the hip) to make your best estimate/guess on a target your patrol is pretty much done at that point.
krashkart
11-03-10, 01:04 AM
Oh sure, that's what they tell you down at the recruiting center. How else are they gonna keep signing up all those eager young volunteers?
Well, in that case, I hope we have better luck catching hedgehogs. :hmmm:
Always wanted one for a pet. We'll give him a name, and we'll feed him every day, and he'll be the ship's mascot. :yep:
Gargamel
11-03-10, 01:13 AM
if only 1 engine is destroyed you can still run on a single engine,
Depends which engine.
If you only have your port engine, you can't recharge the batteries, and your current charge is all you got, so conserve.
If you only have your port, you can't be underway and charge at the same time. So you have to sit motionless on the surface while you wait for your battery to charge.
That, and it starts pulling to the left :O:
frau kaleun
11-03-10, 07:35 AM
Well, in that case, I hope we have better luck catching hedgehogs. :hmmm:
Always wanted one for a pet. We'll give him a name, and we'll feed him every day, and he'll be the ship's mascot. :yep:
And we will hug him and squeeze him and call him 'George.'
Depends which engine.
If you only have your port engine, you can't recharge the batteries, and your current charge is all you got, so conserve.
If you only have your port, you can't be underway and charge at the same time. So you have to sit motionless on the surface while you wait for your battery to charge.
That, and it starts pulling to the left :O:
True, though at least on the surface you can still have propulsion with a single engine. Was recently reading that Donitz had the idea to add a third diesel to the VII, increase the length and beam a bit to accomodate for massive amount of engine failures that caused entire patrols to be aborted due to the plague of chronic engine problems; like nearly all good ideas it was turned down.
Jimbuna
11-03-10, 02:36 PM
Well thank God for the top secret teleport facility....that's all I can say :DL
Considering how GWX starts you off, it's possible to tweak your boat all you want. You won't be shooting at anything on your first patrol anyways.
Not everybody starts their new careers in August 1939.
Does the 300 renown hydrophone have any real advantage over the standard one?The upgrade (KDB) doesn't have a deaf-zone at the bow, only around the stern. The GHG can only listen on your sides, making you deaf at both the bow and stern direction. So that's where the crew might loose tracking of the sound.
I just read in another thread about using the hydrophone to sink a ship in heavy fog. The next time I identify an enemy merchant in heavy fog, (and she spots our boat as well!) rather than waste my time, (and fuel) following her around by the stern, waiting for the fog to lift , I'm going to use the following tactics:
I can determine her base course by halving her two zig/zag courses. (In SHIII, the merchants only have two zig/zag courses from what I've read.)
I can determine the distances she travels by timing the length of each zig/zag course multiplied by her speed. Plotting on the chart, her course and our starting positions, I could pick a precise location, an AOB of 90 degrees, and a time to fire from a forward position, (with enough distance away from the target for the torpedo to arm). When my hydrophone operator tells me the target is at 0 degrees, I'll push my shiny red button.
Gargamel
12-10-10, 11:57 PM
(In SHIII, the merchants only have two zig/zag courses from what I've read.)
Not true. At least with GWX enabled, and some other mods, but none of them should affect that, just GWX if anything. I've seen merchants pull large turns away from their base course while trying to zig zag. You can't trust their base course will still be there.
When my hydrophone operator tells me the target is at 0 degrees, I'll push my shiny red button.
That's really close, depending on the size and speed of the ship. I'm guessing like 750m or so for perfectly straight snapshots liek that too work well. Be careful of secondary explosions.
DeepFried
12-11-10, 01:03 PM
Are you guys saying there is supposed to be a dead spot with the hydrophone on the bow?? even in my vanilla IIA I can clearly hear a ship at 000 provided i'm stationary.
Not true. At least with GWX enabled, and some other mods, but none of them should affect that, just GWX if anything. I've seen merchants pull large turns away from their base course while trying to zig zag. You can't trust their base course will still be there.
That's really close, depending on the size and speed of the ship. I'm guessing like 750m or so for perfectly straight snapshots liek that too work well. Be careful of secondary explosions.
^
I've tried to mod my stock version of SHIII without success. When I attempt to open a config. file, I get a message that Adobe reader is not compatable with it. I've tried to download a file reader and that has not worked. Even with the stock version, I can't trust a base course of a target?
kaizerkat
12-11-10, 05:47 PM
What bothers me is when my engines are shut down and i am listening with my hydrophones, i get a loud annoying buzz noise, but not when my engines are running. I get it under water as well.That's when i'm in external view(F12), of course.Any fix?
Gargamel
12-11-10, 06:13 PM
^
I've tried to mod my stock version of SHIII without success. When I attempt to open a config. file, I get a message that Adobe reader is not compatable with it. I've tried to download a file reader and that has not worked. Even with the stock version, I can't trust a base course of a target?
Use notepad or wordpad. the CFG files aren't adobe compatible, they're just text files by another name,
Use notepad or wordpad. the CFG files aren't adobe compatible, they're just text files by another name,
^
Thanks!
I wanted to eliminate the crew fatigue so I used wordpad to mod the fatigue files, yet, when I tried to save the mod, I got a message that changing the files was "denied". I'd like to use the different mods for the game, but I'm very happy playing the stock version. I'm on my second patrol.
Gargamel
12-18-10, 11:21 PM
use SHC to alter your fatigue failes. It's got a few presets built in that make it easier.
And it sounds like something else has that file open when you tried to change it. Make sure nothing else (LIke SHC or the game) is running and using that file.
^
Thanks!
I wanted to eliminate the crew fatigue so I used wordpad to mod the fatigue files, yet, when I tried to save the mod, I got a message that changing the files was "denied". I'd like to use the different mods for the game, but I'm very happy playing the stock version. I'm on my second patrol.That's why it is suggested to not install SH3 and SH3 Commander in Program Files (in Vista and Windows 7). Modding files can be hell in the default install location in Program Files in those OS-es.
Corsair
12-19-10, 03:27 PM
Are you guys saying there is supposed to be a dead spot with the hydrophone on the bow?? even in my vanilla IIA I can clearly hear a ship at 000 provided i'm stationary.
IIRC, this is a known bug. You can hear if you man the hydrophone yourself, but your sonar guy can't.
This is why when under attack I'm standing at the hydrophone station so I don't loose track of what's going on, specially if there are 2 or 3 destroyers looking for me. (of course I play without external views...)
Regarding hydrophones..is there a tutorial for hunting a ship a ship via the hydrophones using the stock version of the game?
Jimbuna
12-30-10, 06:52 AM
Regarding hydrophones..is there a tutorial for hunting a ship a ship via the hydrophones using the stock version of the game?
Not that I'm aware of but it would be pretty easy, all you need do is plot the position at the end of each direction line at periodic intervals then run a line through them.....that will give you the mean course.
Not that I'm aware of but it would be pretty easy, all you need do is plot the position at the end of each direction line at periodic intervals then run a line through them.....that will give you the mean course.
^
Thanks!
Regarding hydrophones..is there a tutorial for hunting a ship a ship via the hydrophones using the stock version of the game?
You could try searching for one: http://www.subsim.com/radioroom/showthread.php?t=154461&highlight=hydrophone+hunting+tutorial
You could try searching for one: http://www.subsim.com/radioroom/showthread.php?t=154461&highlight=hydrophone+hunting+tutorialTheoretically you can do this with Stock Sh3. Except it is tricky to do if you don't have the (reversed) bearing scale attached to the mousecursor.
You can enable this mod-let with JSGME on any SH3 flavour I think, eventhough it was based on a mod for GWX:
http://www.subsim.com/radioroom/showpost.php?p=919104&postcount=1308
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