View Full Version : Hydrophone question
Krumski
01-02-14, 01:35 PM
Happy new year!
After several days of trying the different versions of SH, I finally started playing the one I like the most. I'm still trying to hit something smaller than an island tho :rotfl2:
Sorry if my question is stupid but how does the hydrophone work? At the moment I can see a target through my periscope, range ~4km but I can't hear that ship. The sub is not moving and at periscope death.
Thanks in advance!
http://s7.postimg.org/pwruv226z/SH3_Img_2_1_2014_20_6_19_143.jpghttp://s2.postimg.org/uudew5c2h/addons.jpg
Your sonar man will tell you from his reports about the nearest sound etc. from his icon on the lower left hand side of the screen.
If you want to listen "manually" hit "H" key or click into sonar room from where the captain bunk is and click on the wheel to spin it around, when the ship comes into range you will hear the chugging of the propeller and the notepad will tell you the location of the ship.
Hope this helps
:salute: Glad ya get help.
Jimbuna
01-02-14, 03:20 PM
Welcome Aboard :salute:
gi_dan2987
01-02-14, 05:53 PM
Ahoy Mate! Welcome Aboard! :salute:
allievo
01-03-14, 03:05 AM
Wilkommen an Bord, Krumski!
When speaking of hydrophone, you'll have to keep in mind that your hydrophone operator should have a hearing aid since he - even if experienced - can only detect a target to at most 15-20 km, whereas you yourself hear a ship at a range of 30 km in favourable conditions. For that very reason don't forget what the manual says:
This possibility of using the hydrophone to help in detecting surf ships should, however, be restricted to those cases in which the submarine is unavoidably compelled to stay below the surface. The hydrophone must not lead to inactivity [passivity] underwater, which would be wrong; it is an auxiliary instrument and no more, and can never be a substitute for ocular perception and surface viewing. As soon as visibility allows, the place of the submarine is on the surface. Otherwise valuable opportunities of attack are lost. THE SUBMARINE COMMANDER'S HANDBOOK
Paragraph 28
Wilkommen an Bord, Krumski!
When speaking of hydrophone, you'll have to keep in mind that your hydrophone operator should have a hearing aid since he - even if experienced - can only detect a target to at most 15-20 km, whereas you yourself hear a ship at a range of 30 km in favourable conditions. For that very reason don't forget what the manual says:
THE SUBMARINE COMMANDER'S HANDBOOK
Paragraph 28
Great post
gi_dan2987
01-03-14, 06:46 AM
Wilkommen an Bord, Krumski!
When speaking of hydrophone, you'll have to keep in mind that your hydrophone operator should have a hearing aid since he - even if experienced - can only detect a target to at most 15-20 km, whereas you yourself hear a ship at a range of 30 km in favourable conditions. For that very reason don't forget what the manual says:
THE SUBMARINE COMMANDER'S HANDBOOK
Paragraph 28
Precisely! This is what I thought the hydrophones were supposed to be used for. So in reality, the "4 bearing hydrophone" method to obtain a targets course and speed all while staying underwater would only get you enough information to set up for a scope attack. I never liked firing at blind bearings because you never know what you're about to torpedo...
It's not very fun when you get 3 torp impacts at night, from extreme distances, and without ever raising a scope, and the crew doesn't cheer. All goes dead silent in the sub. :o GULP!
You know you're in for some negative renown back at base!
Krumski
01-03-14, 08:42 AM
Thank you for the warm welcome and the answers! I'll rely on the hydrophone much less from now on. I also used the realistic crew option of SH3 Commander and no one on board has radio specialization.
I also used the realistic crew option of SH3 Commander and no one on board has radio specialization.
You can give that one out after the first patrol in the SH3 Commander crew management screen.:yep:
Krumski
01-03-14, 07:05 PM
I will, thanks HW3 :rock:
Well, nobody ever said you HAVE to do blind shootings based upon your hydrophone and the 4 bearing method. Just that it is possible, and a good way to show it can be quite accurate if executed propperly. (but it likely shouldn't be considered a realistic tactic performed in real life)
And you better make sure it's not the Bismark in front of you.
@Krumski: Welcome to this odd ball crew.
Krumski
01-07-14, 01:39 AM
Hello Pisces and thanks for the warm welcome! Subsim is amazing, the first couple of days after buying the games I've spent more time reading the tutorials, downloading tons of mods and checking the posts than actually playing.
I usually need 3 torpedoes to sink something medium sized so Bismarck is quite safe :D At least I started hitting something smaller than an island and on top of that something that actually moves!
Do you guys attack every enemy ship you see or you spend more days at sea and save your torpedoes for more juicy targets? I'm wondering what is the best strategy after this encounter:
http://s24.postimg.org/p6r3jwgyd/SH3_Img_7_1_2014_7_21_15_524.png
http://s27.postimg.org/5kpswqen7/SH3_Img_7_1_2014_7_23_30_181.png
http://s10.postimg.org/kg4i08gqh/SH3_Img_7_1_2014_7_54_46_371.png
scott_c2911
01-09-14, 10:55 AM
I find early in the war the best tactic is to use your deck gun as much as possible. Scenarios where this is fabourable are lone unarmed merchants. When attacking a well escorted convoy pick two of the juiciest targets and give em 2 each and if there is a target at your stern give him tube 5. Then dive at flank speed to a good depth of 100m if possible to avoid retribution for your efforts. Then run silent away from the convoy. Mark estimated position of all targets. Evade the destroyers and wait for them to go away. Surface and finish them off with the deck gun. These tactics utilise all of the submarines weapons yet saves the torpedoes. You need good weather to do it though. Another tactic to save ammo is to try to use the magnetic pistols with the torpedo set to about 1m below the keel of the target. Hit the right spot and you get kills with just 1 torpedo. Also just as a side note 1 torpedo for anything less than 2500 tons and 2 for everything bigger is a good rule to follow. This should hopefully extend your patrol. I have sunk 30000 tons today and ive still got 10 torpedos left
Krumski
01-11-14, 07:20 AM
Thank you for the advice Scott! I'm really unlucky with the magnetic torpedoes (plenty of early detonations) so I stopped using them.
30k in a single patrol?! God, this is really beyond me. Except the encounter with that Task Force (where I had 0 torpedoes left) I mostly encounter tramp steamers, shooners etc. I guess this will change when I switch to VII and start patrolling in the Atlantic, right? Your advice regarding the number of torpedoes per tonnage will help me a lot! Thanks mate :salute:
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