11-24-15, 01:44 AM
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#9
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Silent Hunter 
Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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Quote:
Originally Posted by xXNightEagleXx
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.
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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
You'll find that RSRDC is also a problematic mod as well.
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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.
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