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Mush Martin 01-18-08 04:23 PM

Quote:

Originally Posted by Ducimus
Want to hear something sad? I was digging around in the US sensor files.

There is an FM sonar and a broomstick in there. But how to get them working is beyond me at the moment.

edit:

I take tha back about the FM sonar, the models there, and i got a boat equiped with one. There is an UNUSED hydrophone node, slap it in, and i have an FM sonar head on my main deck. :up:

The trick will be to get all these hydrophones to work in concert with one another.

:oExcellent (I hope)

Ducimus 01-18-08 04:26 PM

My current plane with hydrophones, since i noticed there is TWO of them equpied (i think this is what causes the hydropone "blackout" for want of a better term).

The chin hydrophones, change them so they ONLY work on the surface, and then hope and pray that the hydrophone bar on the main deck, works submerged and the game automiticaly switches to it instead.


I sure do hope alot huh? Watch this plan fall apart the instant i try it. :rotfl:

edit:

I have noticed there are TWO hydrophone stations. Ill bet somehow, i have to get the other one accessible.

Mush Martin 01-18-08 04:29 PM

Im sure that you can alter its effective min height etc.
the question is will it show mines on the tactical map
that werent showing before you had the FM hooked
up or on as it were.
M

Ducimus 01-18-08 04:36 PM

Pretty sure it wont. Game was never that advanced.

Mush Martin 01-18-08 04:41 PM

but you could attach a sound then hydrophone lines would show.
to the mines and add fm as mod insertable
upgrade pack, at least it would give the illusion. yes/no im uncertain
if its possible but I would be surprised if it wasnt. just set the mod
with an insertion date instruction so when you get to the correct
date for fm operational deployment. you put it in like late war sensors
in III. the opportunity under that circumstance allows for the surreptitious
change in the mines to appear associated with the sensor.

just a thought.
M

Ducimus 01-18-08 04:44 PM

I just had a stark realization set in.

If anyone can check for me, or remembers (im at work atm), look at the upper left hand sonar readout when you view the sonar station. Not the one on your soundman is operating, the little one to the upper left of the active sonar.

Is it rotating on its own, or does it just sit there? (i know the gyrocompass works, im interested in the bearing indicator)

Mush Martin 01-18-08 04:48 PM

Standby.............

Any version or TM?

Ducimus 01-18-08 04:50 PM

Any version i think.

I have a hunch, and its a bad one.

Mush Martin 01-18-08 05:01 PM

Ok so our freind on the left ...No noticeable movements.

http://i43.photobucket.com/albums/e3...170132_078.jpg

our identical friend on the right same again

http://i43.photobucket.com/albums/e3...170209_046.jpg

The round sound bearing indicator on the right in the second picture
is spinning like a top however.

M

Ducimus 01-18-08 05:16 PM

Every cross Gibralter in SH3, and get so annoyed at the contact spam you removed the operator from his seat so he'd shut the hell up?

Heres what i think.
The hydrophone on the right, is tied to the hydrophones on the boats chin. Since its manned, its always working.

The hydrophone on the left, is not tied to anything, but would have been tied to the hydrophone bar on the main deck.

Remember, the game can only use 1 sensor at a time, and it cannot use two of the same sensors simultaniously.

Even if i managed to reconnect the other hydrophone (which spins there on the main deck looking pretty but doing nothing), it would need a sonar operator to work. Just like placing or removing the crewman when crossing gibralter in sh3.

Mush Martin 01-18-08 05:21 PM

You can put in a crewman in the sonar compartment
via the appropriate Conning upc. in UPCunitsdata.
there the rooms are broken down and crew slots
entered, as well as models of equip. I suspect
you would be able to add both a crewslot and
a crewman via the upc's

(I think)

Ducimus 01-18-08 05:28 PM

Have to have a node for crewman, there are only three such nodes in the CT. Radar, sonar, and TDC.

Mush Martin 01-18-08 05:32 PM

I suspect but do not know, that the node is essential for the
3d representation of the crewman however the crewslot on
crewmanagement and the crewmans actions and responses
I believe dont hinge on the node.

maybe! you have a bit more experience at this than I I'm just
a sounding board in this one.
M

Ducimus 01-18-08 05:34 PM

Ill experiment when i get home. It starts with switching one hydro to work only on the surface, and the other, only while submerged, and see what happends, and go from there.

Mush Martin 01-18-08 05:35 PM

Im actually not following you there why only on the surface for the one
I thought FM was a submerged tool from the accounts I read.
??
M


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