SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   Silent Hunter 4: Wolves of the Pacific (https://www.subsim.com/radioroom/forumdisplay.php?f=202)
-   -   Sonarman not automatically detecting sounds (https://www.subsim.com/radioroom/showthread.php?t=222918)

xXNightEagleXx 11-17-15 11:44 AM

Sonarman not automatically detecting sounds
 
At the moment my sonarman just became useless, it simply does not detect any sound unless i detect it manually first and still it need to be very close. It is kind boring having to operate the sonar manually just to know if there is any enemy around me.

[MODS]
TriggerMaru_Overhaul_2-5=1
RSRDC_TMO_V502=2
RSRDC_V5xx_Patch1=3
1.5_Optical Targeting Correction 031312 for RSRDCv502=4
Traveller Mod v2.6 TMO=5
Traveller Mod 2.6 OTC 1.5 Patch=6
Traveller Mod 2.6 OTC 1.5 Automatic Ship ID=7
1.5_OTC for 16 to 9 Aspect Ratio RSRDCv502=8
Improved Stock Environment_v2=9
#2 ISE Realistic Colors=10
Bigger Better Protractors=11
410 Rockin Robbins EZ Plot V2.0=12

meunomeeninguem 11-18-15 09:57 AM

No one?

Rockin Robbins 11-18-15 11:31 AM

What you have to do is remove all mods and run SH4. Sonarman not deaf? Good. Install Mod #1. Try again. Not deaf? Continue with Mod #2. Test. Install next mod. Test......you get the idea. That is the only way you can tell if your game is working right and which mod does the dirty deed.

Let us know what you find.

xXNightEagleXx 11-18-15 06:24 PM

I was trying to avoid that but i guess that i even know which one created this problem......traveller's mod....

Moonlight 11-19-15 10:09 AM

You'll find that RSRDC is also a problematic mod as well.

xXNightEagleXx 11-23-15 08:19 AM

Quote:

Originally Posted by Moonlight (Post 2359841)
You'll find that RSRDC is also a problematic mod as well.

Thanks, i didn't know about this.

CaptainRamius 11-23-15 09:17 AM

Quote:

Originally Posted by Rockin Robbins (Post 2359600)
What you have to do is remove all mods and run SH4. Sonarman not deaf? Good. Install Mod #1. Try again. Not deaf? Continue with Mod #2. Test. Install next mod. Test......you get the idea. That is the only way you can tell if your game is working right and which mod does the dirty deed.

Let us know what you find.

I'd do this. It's the most time-consuming, but it's definite that you'll find what mod is causing what problem.

xXNightEagleXx 11-23-15 03:39 PM

Quote:

Originally Posted by CaptainRamius (Post 2360849)
I'd do this. It's the most time-consuming, but it's definite that you'll find what mod is causing what problem.

Thanks, however after researches, using the keyword deaf, i found out that this is a common issue with rfb 2.0 (might no apply to everyone). At least in my case i have confirmed that this issue has shown even using only rfb 2.0 mod + patch.
Unfortunately this mod doesn't work properly for me, so i'll stick to TMO only without travelly (which introduced the deaf issue with TMO).

TorpX 11-24-15 01:44 AM

Quote:

Originally Posted by xXNightEagleXx (Post 2359280)
At the moment my sonarman just became useless, it simply does not detect any sound unless i detect it manually first and still it need to be very close. It is kind boring having to operate the sonar manually just to know if there is any enemy around me.

Do you mean he really can't hear anything, or that he doesn't hear well?

Many complain that their soundman is 'deaf', but it turns out he hears as well as he should (not too well).

The US sound gear, in the early part of the war could not reliably detect ships beyond maybe 7,000 yds. Since you can normally see much farther than this, you might think something's wrong. People who are used to SH3, where their German gear can pick up Allied convoys from over the horizon, think this is a bug, but it is not.

Also, you should note, the game only uses one sensor at a time. If you are looking at a ship through the scope, your sound man will not report it. AFAIK, mods can't fix this.

These sound issues are old, and well known. They really have nothing to do with anyone's mods. They are a consequence of the games simplistic sound/sensor mechanics.

Quote:

Originally Posted by Moonlight (Post 2359841)
You'll find that RSRDC is also a problematic mod as well.

I really wish people wouldn't say this sort of thing. If you have experienced a particular problem, or think you have, you should state what it is. It is really unfair to say something very vague, and not verifiable, like this. Often, people have said "XYZ mod caused this problem.", and later it becomes evident that said problem has other causes.

I really don't know why it has become fashionable to criticize RSRDC all of a sudden. It has been a very widely used, and popular mod. I will point out, no one has released a later historical campaign mod.


CaptainRamius 11-24-15 01:52 AM

Quote:

Originally Posted by TorpX (Post 2361023)
Do you mean he really can't hear anything, or that he doesn't hear well?

Many complain that their soundman is 'deaf', but it turns out he hears as well as he should (not too well).

The US sound gear, in the early part of the war could not reliably detect ships beyond maybe 7,000 yds. Since you can normally see much farther than this, you might think something's wrong. People who are used to SH3, where their German gear can pick up Allied convoys from over the horizon, think this is a bug, but it is not.

Also, you should note, the game only uses one sensor at a time. If you are looking at a ship through the scope, your sound man will not report it. AFAIK, mods can't fix this.

These sound issues are old, and well known. They really have nothing to do with anyone's mods. They are a consequence of the games simplistic sound/sensor mechanics.


I really wish people wouldn't say this sort of thing. If you have experienced a particular problem, or think you have, you should state what it is. It is really unfair to say something very vague, and not verifiable, like this. Often, people have said "XYZ mod caused this problem.", and later it becomes evident that said problem has other causes.

I really don't know why it has become fashionable to criticize RSRDC all of a sudden. It has been a very widely used, and popular mod. I will point out, no one has released a later historical campaign mod.


I think he knows what "deaf" means.
He means to say that the sonarman on his sub will not detect sounds (not even mentioning a bearing to the target) unless he manually goes to the sonar station.

TorpX 11-24-15 10:28 PM

Quote:

Originally Posted by CaptainRamius (Post 2361024)
I think he knows what "deaf" means.
He means to say that the sonarman on his sub will not detect sounds (not even mentioning a bearing to the target) unless he manually goes to the sonar station.

Then how do you explain all the people who use the same mods, who have a soundman that can hear sounds?



CaptainRamius 11-25-15 12:45 AM

Quote:

Originally Posted by TorpX (Post 2361307)
Then how do you explain all the people who use the same mods, who have a soundman that can hear sounds?



I don't know :D

Barkerov 11-25-15 12:46 AM

Quote:

Originally Posted by CaptainRamius (Post 2361024)
I think he knows what "deaf" means.
He means to say that the sonarman on his sub will not detect sounds (not even mentioning a bearing to the target) unless he manually goes to the sonar station.

TorpX's question was valid. In order to diagnose the problem you need to know under what circumstances the sonarman can't hear. It could be that the mods are working as they are supposed to.

The range to the unheard target is critical information. So is the target speed and relative bearing for that matter.

CaptainRamius 11-25-15 01:00 AM

Quote:

Originally Posted by Barkerov (Post 2361317)
TorpX's question was valid. In order to diagnose the problem you need to know under what circumstances the sonarman can't hear. It could be that the mods are working as they are supposed to.

The range to the unheard target is critical information. So is the target speed and relative bearing for that matter.

Yeah, that's right. TorpX, truce? :D

TorpX 11-25-15 03:15 AM

Quote:

Originally Posted by CaptainRamius (Post 2361318)
Yeah, that's right. TorpX, truce? :D

I forgive you. :)

It has been a very common problem/situation. I've wondered about my soundman often. After hardly ever getting any sound reports, there was some haze(fog in game files) on my last patrol. My soundman actually reported some contacts. I was amazed!

Don't blame modders for this; it's really Ubisoft's fault. They left us with a game where our crews cannot see and hear at the same time.



Gibus 11-25-15 04:57 AM

Quote:

Originally Posted by TorpX (Post 2361023)
I will point out, no one has released a later historical campaign mod.

Bonjour,

Yet though. And it is in French only. And it is here: http://www.mille-sabords.com/forum/i...s&showfile=531

Man sonar hears everything, including the cries of dolphins. :yeah:

CaptainRamius 11-25-15 07:11 AM

Quote:

Originally Posted by TorpX (Post 2361327)
I forgive you. :)

Thanks :yeah:

Rockin Robbins 11-25-15 09:29 AM

Well, I've been on the anti-RSRDC bus since the mod came out. But it has nothing to do with reporting or not reporting sounds. I've used RSRDC with TMO, stock and GFO. It has no influence on sonar reports at all.

However, calling RSRDC a "historical" mod is just silly. War is a dynamic thing and to experience it authentically, it must be a dynamic, not strictly scripted thing. RSRDC puts the Japanese in a straitjacket.

Let's say that during the war convoys went past a certain point for a period of time. If, in the real war, you showed up with a submarine and blasted some merchies, they would re-route the convoy.

But in RSRDC it's like a shooting gallery where the little ducky just oscillates back and forth, back and forth. You just point your gun at the endpoint of the travel, time the shots and go ping! ping! ping! The ducky is oblivious and so is the Japanese navy in RSRDC.

Also RSRDC assumes knowledge that the US Navy didn't have, the exact nature of the Japanese shipping routes during the war. And if you think Japanese records are the gold standard of knowing the movement of every Japanese ship during the war, reflect that they were bombed into the stone age, both conventionally and with nuclear weapons. How many records were destroyed? How many records, in the heat of the moment, were "reconstructed" afterward or just never written down at all. Pretending to be able to reconstruct every Japanese ship movement of the war is just silly, even if it were appropriate, which it is not appropriate.

The real experience was random, just like the stock game. You can quibble with the nature of the groups of ships encountered, but you have to give the game devs a huge attaboy in realizing that sub captains went where ordered, productive or not. Boats under Lockwood had greater freedom of action than those under Christie. If, under Christie, you were frustrated and decided to sashay over to a choke point you thought might be more productive you'd find yourself sashaying to a ground pounding job upon your return.

The brass didn't have a chart of the Japanese shipping lanes like we have and those lanes were not static. They moved about as circumstances dictated. The Japanese didn't force shipping by a submarine just because some script told them to. They moved the shipping to avoid.

With RSRDC you just game the system, enjoying an absolute god-mode mastery of never being surprised, always heading where the action will be knowing the enemy is blind, deaf and dumb. I can assure you the Japanese were not blind, deaf and dumb. It is RSRDC that is blind, deaf and dumb.

For game playing authenticity, the stock game beats RSRDC in just about every way. Calling RSRDC a "historical" campaign mod is a grave disservice to the very concept of a dynamic campaign game.

That's only half of my criticism of RSRDC. The other half is more severe, because the RSRDC historical campaign mod is neither historical, nor is it just a campaign mod. It is also an anti-GFO, anti-RFB and anti-TMO mod.

Barkerov 11-25-15 05:40 PM

Quote:

Originally Posted by Rockin Robbins (Post 2361379)
The brass didn't have a chart of the Japanese shipping lanes like we have and those lanes were not static. They moved about as circumstances dictated. The Japanese didn't force shipping by a submarine just because some script told them to. They moved the shipping to avoid.

With RSRDC you just game the system, enjoying an absolute god-mode mastery of never being surprised, always heading where the action will be knowing the enemy is blind, deaf and dumb. I can assure you the Japanese were not blind, deaf and dumb. It is RSRDC that is blind, deaf and dumb.

For game playing authenticity, the stock game beats RSRDC in just about every way. Calling RSRDC a "historical" campaign mod is a grave disservice to the very concept of a dynamic campaign game.

That's only half of my criticism of RSRDC. The other half is more severe, because the RSRDC historical campaign mod is neither historical, nor is it just a campaign mod. It is also an anti-GFO, anti-RFB and anti-TMO mod.

What if you deliberately ignore the charts and don't try to game the system?

fitzcarraldo 11-25-15 08:54 PM

Quote:

Originally Posted by Barkerov (Post 2361500)
What if you deliberately ignore the charts and don't try to game the system?

You can game the RSRDC system two or three campaigns. After that you know all about Japanese traffic.

Regards.

Fitzcarraldo :salute:


All times are GMT -5. The time now is 03:42 PM.

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.