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-   -   Why ships moored in ports often cannot be identified? (https://www.subsim.com/radioroom/showthread.php?t=159597)

kasperl 12-28-09 03:50 AM

Why ships moored in ports often cannot be identified?
 
I mean after I get close to about only 500m from a stationary large ship (a 20k ton troop transporter confirmed in log after its sunk) and raise my periscope to observe it clearly, still the game doesn't realize that there is a ship right in front of me, neither does it discover several smaller vessels around her although they're all so near to me, as if they're only background, strangely the only ship which is identified is a fishing boat faraway...While in open sea a ship will be identified and reported several miles away once you can see it in periscope.

Is it because they're stationary so the sonar man cannot identify them by the sound of their propeller?

Gabucino 12-28-09 06:28 AM

Quote:

Originally Posted by kasperl (Post 1226328)
Is it because they're stationary so the sonar man cannot identify them by the sound of their propeller?

Yes. Use the hydrophone manually, and set their "Unknown" type to "Merchant".

Sailor Steve 12-28-09 03:57 PM

If they're not moving, the soundman shouldn't be able to hear them at all, and neither should you. They should identify with the periscope, just the same as at sea.

I'm not sure why you're having this problem.

Gabucino 12-28-09 05:25 PM

Quote:

Originally Posted by Sailor Steve (Post 1226535)
If they're not moving, the soundman shouldn't be able to hear them at all, and neither should you. They should identify with the periscope, just the same as at sea.

I'm not sure why you're having this problem.

Hydrophone is an interesting thing. In the torpedo exam, the visual targeting of the target ships is very slow, takes 1-2 minutes (despite the clear weather), unless I hand-change them from Unknown to Merchant in the hydrophone.

Another interesting thing I've seen that occured with the LRT's no-collision mod: sunk ships kept on bouncing all around on the seafloor, and emitting "Merchant" "noises" (actually silence).


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