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andycts
08-14-13, 08:10 AM
Hi guys,i am picking up contacts when the boat is surfaced.Did fleetboats have this ability or is it just how it works in SH4?I don't know much about these submarine types so would be grateful if the experts here could let me know if this is realistic.

thanks and good hunting

Rockin Robbins
08-14-13, 09:53 AM
Yes and no. There are three hydrophone sensors on the boat. On deck and rotating in your sight is the audible range sonar head. Of course, being on deck, it's not wet when you're on the surface and so doesn't function.

However, under the keel at the aft end of the forward torpedo room are the two supersonic sonar heads. They work at ranges outside the frequency the human ear can hear and are very useful, even on the surface.

The sonar operator's manual made it clear that these continued to operate on the surface and directed the sonar operator to continue monitoring the supersonic sonar while on the surface unless ordered by the Captain to stand down. This indicates that they expected to develop contacts from sonar while on the surface.

andycts
08-15-13, 02:02 AM
Thanks for the answer RR.Been playing modded version of SH3 where the boat had to be submerged to use hydrophone.It's gonna take time to break the habit lol.

cheers and good hunting

Aktungbby
08-15-13, 02:54 AM
Thanks for the answer RR.Been playing modded version of SH3 where the boat had to be submerged to use hydrophone.It's gonna take time to break the habit lol.

cheers and good hunting
Same here. Old habits die hard as I just loaded SHIV...sonar on the surface.THNX:arrgh!:

Rockin Robbins
08-15-13, 12:04 PM
Yup, the American boats were different with those chin mounted sonar heads under the hull. They could be retracted so they weren't damaged in case of contact with the shell of a very tough planet.

fred8615
08-15-13, 04:33 PM
Is it just me, or has anyone else noticed that with RSRD installed (over stock game for me) that you don't get sound contacts when surfaced? You only get them after diving.

Rockin Robbins
08-15-13, 11:21 PM
Is it just me, or has anyone else noticed that with RSRD installed (over stock game for me) that you don't get sound contacts when surfaced? You only get them after diving.

In the beginning there were pretty strict categories of mods. TMO was a sulermod but mostly aimed at gameplay. RSRD was a campaign mod only dealing with enemy shipping distribution and addition ship types. ROW was an environmental mod: weather, wave behavior, sky and water colors.

As time went on modders lost their discipline and began stepping on each others work. Lurker decided sonar shouldn't work at all on the surface. So he made it that way in his campaign mod, overwriting the legitimate territory of TMO. I think just about everybody who loads up TMO wants gameplay according to Ducimus.
I know I do and I spent considerable time convincing Duci that sonar function on the surface was more historically justified than no sonar at all when on the surface.

There are WWII subs afloat today where you can use the sonar to listen to harbor traffic. Those subs are, of course, surfaced.

This isn't the only example, but it is a good one where Lurker left his campaign territory to deliver a message that if you are going to use his realistic ship disposition, by God, you're not having sonar at all on the surface. He also changed crew competencies from TMO settings. I'm not too happy about that.

Bubblehead1980
08-15-13, 11:51 PM
In the beginning there were pretty strict categories of mods. TMO was a sulermod but mostly aimed at gameplay. RSRD was a campaign mod only dealing with enemy shipping distribution and addition ship types. ROW was an environmental mod: weather, wave behavior, sky and water colors.

As time went on modders lost their discipline and began stepping on each others work. Lurker decided sonar shouldn't work at all on the surface. So he made it that way in his campaign mod, overwriting the legitimate territory of TMO. I think just about everybody who loads up TMO wants gameplay according to Ducimus.
I know I do and I spent considerable time convincing Duci that sonar function on the surface was more historically justified than no sonar at all when on the surface.

There are WWII subs afloat today where you can use the sonar to listen to harbor traffic. Those subs are, of course, surfaced.

This isn't the only example, but it is a good one where Lurker left his campaign territory to deliver a message that if you are going to use his realistic ship disposition, by God, you're not having sonar at all on the surface. He also changed crew competencies from TMO settings. I'm not too happy about that.


Which subs is that? where you can listen to the harbor traffic? That would be pretty cool to visit and check out.

I agree it's better to have sonar work on surface except, like many things in game, it cant be simulated properly. The sonar worked on surface but was useless if sub was underway, they could stop the engines and listen on surface but not how its simulated in the game.Well thats my understanding of it from what i have read. The dumbed down crews in RSRD does annoy me, of course I've went back and fixed a lot of that but its a tedious process.

fred8615
08-16-13, 09:42 AM
Lurker decided sonar shouldn't work at all on the surface. So he made it that way in his campaign mod, overwriting the legitimate territory of TMO.
So how do I fix it? Will deleting the Sensors_sub_US.sim file in RSRD do it?