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Do the Devs even consider radar operation to be a potentially fun part of the sim?
They seemed to have dumbed down Sh4 for the casual gamer - most of the bugs or poorly working features relate to higher difficulty level operations. Boy, this manual has got to be the WORST I've ever seen. Trout |
Agreed
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Lifted from http://www.cs.cmu.edu/~tlm/silent.html#torps Torpedoes, Radar, and TDC
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So ho do you get the Radar to work?
I can't turn it on at all in the school missions unless it's already activated at mission start. |
Patch 1.1 "fixed" the issue w/ radar working on early boats as it was "not installed". Now, for some reason, this applies to the school missions so no working radar.
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My radar won't even TURN ON.....
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"... For sonar ...
I find that the hydrophone is completely functional between 60 to 80 feet depth to keel. I suppose if you are using metric, that would be between 18 and 24 meters depth to keel...." Actually, you will get occasional sonar operation at 54ft and steady operation at 55 ft. Nice thing about this is you can still see with the Attack parascope. There is no bottom limit to the device. -Pv- |
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Of course, if I had a decent manual or even PDF documentation which might explain some of this. Oh, what's the use. :roll: |
Question here: when I click on the "Estimate range to contact" switch, my sonarman gives me no response. Only when I click on the Menu button will he give me a contact. If so, shouldn't this be reported as a bug?
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Fleet subs moving very slowly decks awash (in good seas) or at radar deptch would be able to detect contacts using their top mounted hydrophones.
However, a sub at periscope depth would readily detect contacts (provided conditions were acceptable and sea life didn't interfere). Another SH4 bug! More info here- http://www.maritime.org/fleetsub/sonar/index.htm Yours, Mike |
I was fiddling with my radar today. I know how to use the sweeping SJ Radar but how does the PPI (PIP?) radar, the next scope over, work? I thought I had figured but i'm not quite sure. I was fiddling around changing the range on it and such but I dont seem to understand the varying spikes on the scope
Would Someone kindly enlighten me? :know: |
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I have not fiddled with the A-scope much in the game but operation should entail rotating the beam until you get a contact(spikes). The position of the spikes along the line should indicate range. Heres an example of another PPI I get to work on: http://s153.photobucket.com/albums/s...t=Bild4412.jpg And use :arrgh!: http://s153.photobucket.com/albums/s...t=mk45shot.jpg |
How do you activate range rings on radar?
Range rings on radar? I don't see 'em but one of Neal's Screenies with the smilie faces shows range rings.
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Does the check box in the notepad at the sound station have any other purpose than to identify a contact and to get a range via sonar? Does it, perhaps, track that selected contact once you click the box (which doesn't seem to be the case)?
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