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Old 02-08-12, 10:35 AM   #1
Hinrich Schwab
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Default Another annoying hydrophone bug

Since the main bug thread has been ignored, I will ask this separately. When I am submerged, I hear my engines, regardless of speed, at a full 360 degrees, rather than the 15 degree baffle where I expect to hear my engines. It sounds like the soundhead was attached to the screws, rendering manual usage of the hydrophone useless. How do I fix this to restore the hydrophone functionality to normal? I have used the EXE patch and this does not solve the problem.
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Old 02-08-12, 12:15 PM   #2
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I do hear you. There really is no difference to the motor volume all the way around. I always stop engines to manually check. { I think this was someones attempt at making the phones more realistic but it's backfired. The phones are almost usless unless the ship is very close}
I don't even mind all the footstep, farting and walking around noise but the sound of the actual ships is terrible. I would think they would use the sounds from SH4, they are at least detectible.
Anyway, All stop for me..
D40
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Old 02-08-12, 02:55 PM   #3
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Quote:
Originally Posted by Dogfish40 View Post
I do hear you. There really is no difference to the motor volume all the way around. I always stop engines to manually check. { I think this was someones attempt at making the phones more realistic but it's backfired. The phones are almost usless unless the ship is very close}
I don't even mind all the footstep, farting and walking around noise but the sound of the actual ships is terrible. I would think they would use the sounds from SH4, they are at least detectible.
Anyway, All stop for me..
D40
I do the same I stop engines
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Old 02-08-12, 04:19 PM   #4
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Was there ever in history of silent hunter a full working hydrophone or sonar guy? don't htink so.
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Old 02-08-12, 05:38 PM   #5
Hinrich Schwab
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It figures it would be a stock, uncorrectable bug I am just now noticing.

*Fires Bernard out a torpedo tube*
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Old 02-08-12, 07:27 PM   #6
SubHunter88
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You also notice how little the volume knob changes the sound? ohh and Mr. sound guy .... He seems to have bonic ears or something.
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Old 02-09-12, 12:35 PM   #7
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Quote:
Originally Posted by Schwartzritter View Post
It figures it would be a stock, uncorrectable bug I am just now noticing.

*Fires Bernard out a torpedo tube*
For what it's worth, if you're using TDW's Mult UI's mod, the Hydrophone fix really helps. It doesn't "cure" the engine sound problem but, wow, what a differance. Now I can hear the ships, the sound seems to be much better and the notepad thing is doing it's job.
I'm at least satisfied that it may sound somewhat authentic.
Hope you can get some of this fixed up.
D40
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Old 02-09-12, 01:19 PM   #8
misha1967
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Yep, DogFish.

The hydrophone station is at least not worthless as it was before without the patch.

As to the sub's propeller noise interfering? I agree that the interference should be less when you point the hydrophone away from your own propellers, that makes perfect sense, but apparently it wasn't possible to do so, at least not at this time. Still, it's a huge improvement over before when I never bothered to use it myself as the hydrophone guy was the only one aboard who could make it work.

On a general note for anybody reading this thread: What to do to deal with the limitations even after the patch? First off, if you're "sweeping for contacts", turn your engines off. That's not "modifying SOP to overcome limitations in the simulation", that IS Standard Operating Procedure. No Kaleun trying to pick up targets beyond visual range would even dream of not turning off engines before doing a sweep.

Second, if you find yourself having to keep moving and still want to use your hydrophone yourself, as when you're in an engagement, do yourself a favor prior to that situation and run a while underwater with no contacts around to familiarize yourself with the sound of your own propellers.

The human ear and brain are remarkably good at "filtering out" sounds that are irrelevant so that "new sounds" stand out even when the irrelevant ones are still present, but you have to identify those sounds first.

So find a quiet area in the middle of nowhere, do a normal sweep first with everything off to make sure that you're truly alone, then start up your props and sit around listening to those for a while, just to teach your ears and brain the "baseline." Now you'll be able to quickly notice something that isn't "right."

Or you could do what I usually do, which is to leave the hydrophone monitoring during engagements to the guy that I hired to do the job in the first place. I didn't let him aboard just so I could feed him special meals and promote him on occasion, after all. Let him do his job while you do yours as a Kaleun. He has the ability to "filter" your own props' sound coded into the software which, by the way, isn't unrealistic since it's his sole function.

You don't have to do everything yourself, or the Kriegsmarine would have manned their Uboats with a crew of one. Delegate and hope that your men know their jobs. That's actually more realistic than trying to man every single station on the boat yourself.
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Old 02-09-12, 01:34 PM   #9
Raven_2012
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You can use this mod, German U-Boat Hydrophone SFX. It doesn't fix the 360 degree engine sound, but reduces a lot. This way you don't got deaf while running engines and doing hydro scan.

http://www.silenthuntermods.com/foru...hp?topic=519.0

I still wish there was a fix though!
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Old 02-09-12, 01:42 PM   #10
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Quote:
Originally Posted by misha1967 View Post
Yep, DogFish.

The hydrophone station is at least not worthless as it was before without the patch.

As to the sub's propeller noise interfering? I agree that the interference should be less when you point the hydrophone away from your own propellers, that makes perfect sense, but apparently it wasn't possible to do so, at least not at this time. Still, it's a huge improvement over before when I never bothered to use it myself as the hydrophone guy was the only one aboard who could make it work.

On a general note for anybody reading this thread: What to do to deal with the limitations even after the patch? First off, if you're "sweeping for contacts", turn your engines off. That's not "modifying SOP to overcome limitations in the simulation", that IS Standard Operating Procedure. No Kaleun trying to pick up targets beyond visual range would even dream of not turning off engines before doing a sweep.

Second, if you find yourself having to keep moving and still want to use your hydrophone yourself, as when you're in an engagement, do yourself a favor prior to that situation and run a while underwater with no contacts around to familiarize yourself with the sound of your own propellers.

The human ear and brain are remarkably good at "filtering out" sounds that are irrelevant so that "new sounds" stand out even when the irrelevant ones are still present, but you have to identify those sounds first.

So find a quiet area in the middle of nowhere, do a normal sweep first with everything off to make sure that you're truly alone, then start up your props and sit around listening to those for a while, just to teach your ears and brain the "baseline." Now you'll be able to quickly notice something that isn't "right."

Or you could do what I usually do, which is to leave the hydrophone monitoring during engagements to the guy that I hired to do the job in the first place. I didn't let him aboard just so I could feed him special meals and promote him on occasion, after all. Let him do his job while you do yours as a Kaleun. He has the ability to "filter" your own props' sound coded into the software which, by the way, isn't unrealistic since it's his sole function.

You don't have to do everything yourself, or the Kriegsmarine would have manned their Uboats with a crew of one. Delegate and hope that your men know their jobs. That's actually more realistic than trying to man every single station on the boat yourself.
Yeah you are right the procedures was to turn off the engines when doing a hydro sweep.
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Old 02-09-12, 03:49 PM   #11
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I like the realistic propellor noises that the mod Stormys_DBSM_SH5_v1.3 has.
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Old 02-13-12, 11:30 PM   #12
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Also would using the GHG have effect on 360 degree sound, rather than the KDG. GHG wasn't directional.
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Old 02-14-12, 02:11 AM   #13
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Quote:
Originally Posted by sober View Post
I like the realistic propellor noises that the mod Stormys_DBSM_SH5_v1.3 has.
I agree. With that one enabled, there really is no way in hell that you'll ever mistake your own props' sound for that of an enemy or vice versa.
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