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Should I be hearing my own propellers?
Hey guys a quick two question:
#1. Should I be hearing my own subs propellers when under water? Ive tried all speed settings but I cant hear anything at 180 degrees, and I know this feature is modeled in SH4... #2. I cannot get the hydrophone volume knob to work, I click all over the knob on the lower right side of the hydro station but nothing happens.... Anyways I would like to get these two issues sorted out and make sure my hydro is not busted before I put to sea for my first patrol. Thanks guys! My mod list( on top of GWX 3) : Generic Mod Enabler - v2.6.0.157 [C:\SH3\MODS] Supplement to V16B1 (JSGME) Merchant_Fleet_Mod_3.2 MFM-v3-Neutral-Skins-1940 MFM-v3-US+UK_Skins19390901 LifeBoats&Debris_v4 GWX_DFa-Flag&Pens_2010 FM30_UpDown_final FM_NewInterior v2.1D Conning Tower open Hatch TestFMfood Depthcharge Shake v2.01 Urfischs_ModStrike_Beta1 Waterstream+Exhaust Combi V2.3 for GWX3 New Uboat Guns 1.2 Real Depth Charge OLC's Modified Searchlight Beams for GWX3 Torpedo damage Final ver2.0 Torpedo_HAHD_1024_GWX WAC4.1 SubPen_animated_18.02.2010 Combat Radio Frequency Flags_enlighten Rapt0r's Das Boot Interior Rapt0r's Instruments V3.5 [Without Red Circle] Rapt0r's Uniforms V2.0 [Grey] GWX - No Medals on Crew GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7 b25_Louder_Diesels b25_ConningTower_Mid Wooden_Lifeboats_Mod_1.1 Destroyers&Corvette M.E.P v4.2 M.E.P v4.2 - VisualSensors for GWX3 with Anvart's FUMO mod Optional - ShipVanishingHull for MEP v4.2 OLC_DasBoot_Green B25_SeaFloorV.1.0_1024 Materials file for Aces' multi-mod v1.3 Foam DD_VisibleMines_V1.0 TheDarkWraith_DC_Water_Disturbance_v4_0_SH3 TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3 Karle's_Crash_Dive_Mod Aces' Multimod compatability fix release v1.3 public beta Aces'_Multimod_Fix_v1.3_Johann_add-on Aces' Modified Headphones Ricks_GWX_Rec_Man_Final Aces' St.Nazaire Super Pens v5.1 GWX Version Aces' Radio Room Postcards RL_E v2 Daily Double 0600_2300 Aces' Super Turms v6 for GWX PT_SoundPack_V3.1 PT_SoundPack_V3.2 Widescreen MaGui v3.4-SA optional-blue recmanual for Widescreen MaGui v3.4-SA optional-Intro Screen for Widescreen MaGui v3.4-SA Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on Aces' Repositioned 105 mm Gun on Types 9b and 9c plus New Type 9b Deck Railings Old Emblems Mod Aces' Type 9 c-1 Super Turm (Old Emblems Compat v3.1) 3x MG-34 version for GWX Aces' Super Turms v5.1+ GWX all U-Boats Bearded Crew On Deck Add On Aces' MaGUI v3.4 (Widescreen version) add-on v3 for Super Turms 5+ & Multimod compatability Fix v1.3 GWX - Main movie - 'Das Boot' Type IXB - The Wolf VIIB WAR SKIN Pascal_Port_People Racerboy_SH4_Effects_for_SH3_2_03 |
180 degrees is a historically accurate 'blind spot' for your hydrophones.
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ok I just wanted to make sure because i know in SH4 I can deff here my own props spinning at 180 but I hear nothing in Sh3, guess it must have somthing to do with the way the hydro is set up on a german u-boat compared to an american sub...
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I could definately hear my screws when they were on electric power. The hydrophone only seems to work when you are deeper than 10 meters. Maybe that is it.
And your mod-soup is so long I wouldn't know where to start considering those. |
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Your machine must be impressive. :salute: |
Yes, you should hear your own propellers and engines. That's why it's a blind spot.
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Hmmm I have the same problem, I use to hear my electric engines behind me when submerged, but now I do not hear them, I have installed a few mods and the V16B1 patch. If hearing the electric engines behind you at 180 with hydrophone is correct, I will have to find out what mod dcrewed this up.
Let me know if you find out anything, and I will let you know too. Also when loading any saved game I hear a loud watch ticking sound, but if I switch views it goes away? Londog |
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