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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Soundman
![]() Join Date: May 2009
Location: Genova, Italy
Posts: 148
Downloads: 430
Uploads: 0
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How to improve the behavior of sonarman ?
If I go to the hydrophone station I can hear perfectly various sound contact for a long time but sonarman notice anything before and after !!! This is not acceptable in reality, does not depend on the skill of sonarman. The contact is very strong and he must say it to us !! What do You think ? |
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#2 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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I always think at the crew as they were like Ubi employees, so that's why I have to do everything by myself. You just can't trust them...
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#3 |
Admiral
![]() Join Date: Oct 2006
Location: Brighton, England.Party capital of the south
Posts: 2,255
Downloads: 126
Uploads: 0
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#4 |
Soundman
![]() Join Date: May 2009
Location: Genova, Italy
Posts: 148
Downloads: 430
Uploads: 0
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#5 | |
Black Magic
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#6 |
Soundman
![]() Join Date: May 2009
Location: Genova, Italy
Posts: 148
Downloads: 430
Uploads: 0
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#7 |
Black Magic
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#8 |
Soundman
![]() Join Date: May 2009
Location: Genova, Italy
Posts: 148
Downloads: 430
Uploads: 0
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Curious, the file sonar.cfg of Silent Hunter V is the same of Silent Hunter III.
Nothing has changed ![]() |
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#9 |
Watch
![]() Join Date: Jul 2010
Posts: 16
Downloads: 1
Uploads: 0
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I feel the same. With IRAI mod and destroyers tracking you down harder, the sonarman is not enough precise. You just dont know what is coming on you and you take a lot of depth charge too close.
![]() I think the sensor is OK but the refresh time is not. A sonar contact takes too much time to get updated, so for destroyers it is a big problem since the closest destroyer will run over you and the sonar contact hasnt been refreshed. A "Focus on destroyer" mod would be great for the sonarman, high refresh rate on destroyers so we can guess wich one is going for a depth charge run... and avoid it ! |
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