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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sea Lord
![]() Join Date: Jun 2006
Location: Somewhere else now
Posts: 1,739
Downloads: 825
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Is there a fix for this...
Blazing blizzard of a storm, visibility zero feet and the only thing you can go on is the hyrophone/sonar... and then all sounds dissapear ![]() The sonar guy is all happy about the warship but doesn't give a toss about the real target coming up - Another big flaw. Then a few minutes later a nice juicy tanker cruises by..too close to shoot ![]() Really, this is laughing stock material - BIG TIME. ![]() SH3 is looking a lot more attractive. |
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#2 |
Stowaway
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stormy weather effects your ability to hear targets as well as you can normally but you still shouldnt be almost run over without hearing it that close.
what mods were you using? |
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#3 |
Sparky
![]() Join Date: Dec 2007
Location: Manchester, UK
Posts: 153
Downloads: 39
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Hi guys.
I get a similar problem. Missing hydrophone sounds in all weather and fog so thick that you have to be literally next to the target to see it!! (may be realistic but the fog occurs on a very regular basis). Sometimes I can clearly see a target but the "game" doesnt see it at all!! Crazy! ![]() Im starting to lose interest which is strange for me as I am a big fan of the series and play almost every day! Shame really. |
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#4 |
Pacific Thunder
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If the target is moving less than 5 kts it seems it isn't picked up on sound. Also, according to some posts I've read, the game engine can't do two things at once - like simultaneous visual and sonar tracking of a target. Arrgh!
I wonder what the real weather conditions were? About the only way I can ever tell is to do a weather report (if you have that command) or look at what type of gear my crew is wearing. If my crew isn't wearing rain gear on deck I'll 'reset' the stormy rainy weather with Ctrl + N. This weather (if that was the problem) / no sound contact / problem bothers me too. Another thing is the radar should be able to pick up Junks, Sampans, and even land masses and it (halfway??) doesn't. I thought I could track a Junk on SJ once but my crew couldn't. SH4 had so much potential to be an outstanding game. On a lighter note: Happy Hunting! Art |
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#5 | |
Sea Lord
![]() Join Date: Jun 2006
Location: Somewhere else now
Posts: 1,739
Downloads: 825
Uploads: 4
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RSRD A few of your small mods A few small ones of mine (just adjustments to RFB). I can hear Merchants from Infinity to about 4Nm. Anything closer they go silent. This does not happen with the escorts though. Most other sounds are are also missing - Duds, Torp hits, DC's, Pinging. And of course I'm not targeting escorts ![]() It really stuffs up the game completely, as one is very reliant on the hydrophone/sonar for target tracking. I'll try a re-install. Another thing that's peeving me, is that I cannot time compress in any view except the nav map (I've set the TC in the cfg file) - I'm going to stick my head down the toilet for a moment. |
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#6 |
Stowaway
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could be something related to what aanker was talking about with not hearing if your surfaced or scope is up.
the game only lets you use one sense at a time, if you see it you cant hear it and if you can hear it your not looking at it its easy to say "i give up" and go back to sh3 but remember sh3 without its mods was just as crappy starting out and we wouldnt have those mods to use without people working through issues like this over the years. both games are good and both have unique qualities but sh4 isnt that bad anymore and remember, its a game not a real life simulation. |
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#7 | |
Pooped from posting
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i hear ships with both scopes up. for the other things, check the sensors.cfg for influence factors. theres a fix for some smaller ships http://www.subsim.com/radioroom/showthread.php?t=148956 |
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#8 |
Grey Wolf
![]() Join Date: Apr 2005
Location: Bucharest, Romania
Posts: 845
Downloads: 544
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I remember that when SH4 was just launched, two years ago, a notorious bug - many complained about - was that the hydrophone was active and "hearing" targets even when surfaced. So, at that time, it was possible to both see and hear a target! Meanwhile, subsequent patches solved this problem to such an extent that now subs must be either blind or deaf. Go figure
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#9 |
Sparky
![]() Join Date: Dec 2007
Location: Manchester, UK
Posts: 153
Downloads: 39
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dcb: Yeah, when SH4 was lauched it was full of bugs!!!
If it wasnt for the strong modding community, this game would be at the bottom of my pile for sure!!! The likes of Leovampire (R.I.P) and his many associates made this simulation what it is today (and yourself WEBSTER, im running your "transparent orders box"). It isnt perfect but if it was perfect then there would be nothing to mod!!! ![]() |
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#10 | |
Stowaway
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they did the same thing in patch 1.4 when they fixed it so destroyers wouldnt sink from running into you, which wasnt out of reality just they were getting a little too much damage is all. they fixed it by removing damage from ALL ship to ship collisions. so they caused a more immersion killing glitch than they were trying to fix lol. thats the way it goes, and it was the same with sh3 too, sh3 just had so much time for modders to fix all the problems that it only seams to be a better working game. |
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#11 |
Sea Lord
![]() Join Date: Jun 2006
Location: Somewhere else now
Posts: 1,739
Downloads: 825
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Just thought of something..
When listening to the ship propshaft revs, you can count the revs per Knot (Not with RFB - they've manipulated this / Not sure about TMO). At the lower end 3 Knots or less you hear nothing (stock game) and up at the ships top end there is not much change. Now this lot is dependent of the ship power and rev ratings in the ship data file,and it follows a forward slanted S-Curve (hysteresis curve). If you change the power ratings you can effectively blank out the sound. This might be the problem as I can hear the DDs but not the merchants, and it make me think that it's a ship power/rev thing I did this long time ago when putting a speed-rev chart together - time to redo this ![]() ![]() |
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#12 |
Officer
![]() Join Date: Apr 2008
Location: Pennsylvania
Posts: 239
Downloads: 108
Uploads: 1
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aanker, there is a command for a weather report but it is not bound to a key. The command is Report_Weather. You can assign it to a key by editing the commands.cfg file or ues the Keyboard Configurator to edit it for you. You can also use the MenuMaker to add a button onto the HUD. I chose to add a button onto the map tab.
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#13 | |
Pacific Thunder
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We need to figure out how to change the wind speed to an Imperial measurement though. (I believe that task is impossible ;-) Kind of similar to changing "Report_nearest_visual_contact" to yards instead of feet... lol Happy Hunting Sir! Art Edit: "Kind of similar to changing "Report_nearest_visual_contact" to yards instead of feet" - those results in feet are almost like having Mr. Spock aboard. Ha! Last edited by aanker; 03-24-09 at 07:00 PM. |
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#14 |
A-ganger
![]() Join Date: Nov 2008
Posts: 72
Downloads: 190
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the lost sonar contacts are a big pain. i found that all though i can't hear anything, they still show up (in rfb) on the plotting board as the dashed lines. however, taking a peek with the scope, then returning to the plotting board they're gone. eventully, they return, but it is really stupid to be losing contacts from units that are pissing distance away.
it is somewhat irritating, that these day's, when one buys a game; that it takes the modding community to make the game more what one expect from it when one bought it in the first place. ![]() hats off to all those trying to make a better game. i for one thank you much. ![]() |
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#15 |
Sea Lord
![]() Join Date: Jun 2006
Location: Somewhere else now
Posts: 1,739
Downloads: 825
Uploads: 4
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Not to worry, we've found the problem and it's been attended to.. I sound like a receptionist...
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