View Full Version : Hydrophone acting weird
Targor Avelany
06-13-11, 02:15 PM
Not sure where else to put this, so decided place it here. Also, since I'm not exactly sure which mod could be causing it or if it is how its suppose to be, not going to make a post in any of the mod-threads.
The mod-layout I'll list later, though it is pretty close to the last one I posted in the List your mods thread.
The hydrophone, however, is acting a bit strange: sometimes it does not pick up the sound of any ships at all (wheter it is a single ship or a convoy of 20) until the contact within 10km radius (and my watchman has a perfect visual on the contact already for like 15minutes) or I manage to plot a perfect four-bearing plot with margin of error to 5-7km (which is very good)
What worries me is this close-range-no-sound... I just don't see how would it really happen, unless the contact at my 180 and I'm going and some speed...
which I don't, cause I generally "All Stop", battle stations and silent running and dive to the anywhere between 20-32m depth (depends on depth under keel).
TheBeast
06-13-11, 05:54 PM
Not sure where else to put this, so decided place it here. Also, since I'm not exactly sure which mod could be causing it or if it is how its suppose to be, not going to make a post in any of the mod-threads.
The mod-layout I'll list later, though it is pretty close to the last one I posted in the List your mods thread.
The hydrophone, however, is acting a bit strange: sometimes it does not pick up the sound of any ships at all (wheter it is a single ship or a convoy of 20) until the contact within 10km radius (and my watchman has a perfect visual on the contact already for like 15minutes) or I manage to plot a perfect four-bearing plot with margin of error to 5-7km (which is very good)
What worries me is this close-range-no-sound... I just don't see how would it really happen, unless the contact at my 180 and I'm going and some speed...
which I don't, cause I generally "All Stop", battle stations and silent running and dive to the anywhere between 20-32m depth (depends on depth under keel).
What Type Sonar Equipment are you using?
GHG is located on the ship side near forward dive planes. It works while surface but in rough sea it does not work well while surfaced.
KDB requires you to be submerged for it to function.
Balkon Gerat works while surfaced.
There is a MOD that adds realism to these equipment functionality. The MOD reduces Hydrophone effectiveness while surfaced to account for ambient surface noise and waves. Using this MOD requires that you dive to preiscope depth or deeper in order for Sonarman to detect targets at longer ranges.
Targor Avelany
06-13-11, 07:19 PM
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Magnum_Opus_v0_0_1
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
U-boat Historical Specifications 1.7 for TDW Mods
FX_Update_0_0_16_2_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
Equipment_Upgrades_Fix_1_2_byTheBeast
stoianm upgrade available mod compatible a fistfull of emblems&Equipment_Upgrades_Fix_1_2_byTheBeast
NewUIs_TDC_6_5_1_ByTheDarkWraith
stoianm pitch&roll for SH5 V1 (normal)
Speech Recognition_MiTons_NewUI_Editon_v0.4.1_english
R.E.M_by_Xrundel_TheBeast_1.2
Enhanced FunelSmoke1.2_by HanSolo78
Lite Campaign LC 1.2
Open_Horizons
Imported Ship Pack V1.1
Old Style Explosions V1.1
SH5Lifeboats_2.0
sobers chimney smoke V2
SteelViking's Bunker Fixes V1.0
SteelViking's Sky Banding Mod
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3
Torpedo Splash
AOB slide ruller for TDW UIs and MO by stoianm
Church's Compass Dials Mod v2.2 - Option Two
Church's NavMap v1.0 - Illyustrator's Version
tiny! - torpedo mod
EQuaTool 01.01 by AvM - double set - Large plus Flat Style
Krauters Automated Scripts (v5_0_0 compatible)
Trevally TDC Help v2
Trevally Harbour & Kiel Canal Pilot v2.5
Trevally Tutorials - All v0.2 (for TDW UI)
Trevally Automated Scripts v0.6
gap - HD 1 deg Scope Bearing v 1.0
Kriegsmarine Grid Map for MO and TDW UIs by stoianm
Nauticalwolf's_Torpedo_Textures_v1.2
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Naights Submarine Textures (internal) V1.1
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environmental SH5 Shallow Waters V2.1
Dynamic Environment SH5 Shallow Waters V2.1 Patch
Dynamic Environmental SH5 Realistic Colors V2.1
Dynamic Environment SH5 Sounds V2.1
Dynamic Environment SH5 Sleet For Winter Campaigns V2.1
Nauticalwolf's_Poster_Mod_v1.0
Shadow Improvement ModLR
NewUIs_TDC_6_5_1_jimimadrids_map_tools
NewUIs_TDC_6_5_1_Real_Navigation
Manos Scopes-patch for 8x5
NewUIs_TDC_6_3_7_AltAdvSpeedGraphics_by_naights
should have posted this to begin with.
Thank you for the reply, Beast.
Since it is the first campaign, it is GHG and, as I mentioned, it is always submerged. I generally don't even try to listen to the hydro while surfaced, as it works only with ghg and very partial.
jwilliams
06-14-11, 04:27 AM
should have posted this to begin with.
Thank you for the reply, Beast.
Since it is the first campaign, it is GHG and, as I mentioned, it is always submerged. I generally don't even try to listen to the hydro while surfaced, as it works only with ghg and very partial.
Have you tried the SH5.exe patch by TDW?
[TEC] SH5.exe patches to fix bugs and add functionality (http://www.subsim.com/radioroom/showthread.php?t=181433)
How to patch your sh5.exe file for v0.0.1 (fixes broken hydrophone station):
You no longer need to hex edit it. At the bottom of the 1st post in the thread I linked to above. TDW has made a auto patcher to download.
Hope this helps.
:salute:
Targor Avelany
06-14-11, 09:47 AM
Have you tried the SH5.exe patch by TDW?
[TEC] SH5.exe patches to fix bugs and add functionality (http://www.subsim.com/radioroom/showthread.php?t=181433)
How to patch your sh5.exe file for v0.0.1 (fixes broken hydrophone station):
You no longer need to hex edit it. At the bottom of the 1st post in the thread I linked to above. TDW has made a auto patcher to download.
Hope this helps.
:salute:
yep, the TDW patch is installed.
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