SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
-   -   Sound contacts while surfaced (https://www.subsim.com/radioroom/showthread.php?t=128921)

Bubblehead1980 01-27-10 02:29 AM

Ducimus, I highly doubt TMO will fade into the backround....too much TMO addicts. 1.9 is great, esp with add ons like vickers interior overhauls, RSRD etc.

BadKarma1001 01-27-10 03:21 AM

Quote:

Originally Posted by Munchausen (Post 1247424)
:cool: Except that fleet boats actually could pick up sonar while on the surface.

Hmm are there any sources for this!?
I spent an hour googeling but nothing came up.

Munchausen 01-27-10 04:16 PM

Quote:

Originally Posted by BadKarma1001 (Post 1247842)
Hmm are there any sources for this!?

:hmmm: You force me to go searching through all my old notes ... but I'll be keelhauled before going back to the public library for the book. Anyway, here's the source:

"Wahoo" by Richard H. O'Kane. Page 35 in the hardbound copy (not sure which edition).


Edit: Btw, another old "fossil' is the "it shouldn't be possible to stay at depth without forward speed" complaint (in SH4 you can maintain depth while stationary). At least one captain was pretty good at doing the "impossible" ... a guy named Mendenhall. In his book "Submarine Diary," he talks about it in two places: page 7 and page 205.

Jan Kyster 01-27-10 07:00 PM

Quote:

Originally Posted by BadKarma1001 (Post 1247842)
Hmm are there any sources for this!?
I spent an hour googeling but nothing came up.

Have a look in the manual... http://www.hnsa.org/doc/fleetsub/sonar/index.htm

BadKarma1001 01-28-10 03:05 AM

Quote:

Originally Posted by Jan Kyster (Post 1248932)

Thx for the replies, funny thing i found this in this manual!

Page 26:

Securing JP gear
As soon as your submarine surfaces, secure the JP gear,
1. Turn the power switch off.
2.Train the hydrophone to 090 degrees if it is installed on the port side, or to 270 degrees if it is on the starboard side.
3. Hang up the headphones carefully. They are a special kind that cannot be replaced while you are on patrol. Other headphones do not work as well on JP gear.

sergei 01-28-10 04:32 AM

Quote:

Originally Posted by BadKarma1001 (Post 1245879)
...i was severly disappointed that i got hydrophone contacts from far away while surfaced.

It is relatively easy to edit so that the hydrophone will not work when surfaced.
It is a quick 2 minute edit of one file with S3D.
I'll post details if you are interested.

BadKarma1001 01-28-10 07:15 AM

Quote:

Originally Posted by sergei (Post 1249234)
It is relatively easy to edit so that the hydrophone will not work when surfaced.
It is a quick 2 minute edit of one file with S3D.
I'll post details if you are interested.

That would be nice thx!
I know i am a little pain ita about this but there are so many aspects i like about TMO so that i would really to give it a try but things like this are a real bummer and immersion killer for me!

sergei 01-28-10 07:34 AM

OK.
The file you are after is SH4/Data/Library/USSubParts/Sensors_sub_US.sim

Open the sim file into S3D.
You are looking for entries 46, 48, 52 and 66.
Open each entry up. You will see sat the top of the entry the sensor name, in this case hydrophone. Double check this to make sure you are editing the correct type of sensor!
Look for the value for Max Sensor Height.
I think it is currently set at 0 or -1.
Change this to -6.
JSGME the whole thing in case this FUBARs anything!

There you go, job done. Hydrophone is now inoperable on the surface. Kicks in at around radar depth (differs for each boat!)

EDIT: you may want to try a slightly lower number if you spend a lot of time in S Boats, as their periscope depth is a good 10-15ft shallower than the fleetboats.

BadKarma1001 01-28-10 10:22 AM

Quote:

Originally Posted by sergei (Post 1249346)
OK.
The file you are after is SH4/Data/Library/USSubParts/Sensors_sub_US.sim

Open the sim file into S3D.
You are looking for entries 46, 48, 52 and 66.
Open each entry up. You will see sat the top of the entry the sensor name, in this case hydrophone. Double check this to make sure you are editing the correct type of sensor!
Look for the value for Max Sensor Height.
I think it is currently set at 0 or -1.
Change this to -6.
JSGME the whole thing in case this FUBARs anything!

There you go, job done. Hydrophone is now inoperable on the surface. Kicks in at around radar depth (differs for each boat!)

EDIT: you may want to try a slightly lower number if you spend a lot of time in S Boats, as their periscope depth is a good 10-15ft shallower than the fleetboats.

Thx m8!

LukeFF 01-29-10 08:16 PM

Quote:

Originally Posted by BadKarma1001 (Post 1247842)
Hmm are there any sources for this!?
I spent an hour googeling but nothing came up.

Several patrol reports mention using WCA sonar gear while surfaced.

berobispo 12-15-11 10:14 PM

I know, by now a very old fossil:) but I was wondering whether it would be possible to have one sonar gear (the WCA) to be working on the surface and the JP start to work at shallow depth.

Does the game switch sonar gear completely (JP instead of WCA) or does it add them? I just installed S3D Editor and would like to change some things in TMO 2.2 (SD Radar spoils the fun of hoping to evade a plane flying low - not talking historical correctness here:ping:).


All times are GMT -5. The time now is 02:31 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.