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Old 05-28-10, 09:34 PM   #1
kylania
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Default Deaf sonar guy...

I'm creeping along at 30m after having spotted a destroyer through the fog just about 2km away. When I listen to the hydrophone I hear him criss crossing back and forth behind me. I even hear depth charges exploding.

What's my sonar guy say he hears? NOTHING. I'm gonna dump his worthless face in a torpedo tube and see if he hears anything once he's a bit closer to the action.
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Old 05-28-10, 10:59 PM   #2
robbo180265
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Quote:
Originally Posted by kylania View Post
I'm creeping along at 30m after having spotted a destroyer through the fog just about 2km away. When I listen to the hydrophone I hear him criss crossing back and forth behind me. I even hear depth charges exploding.

What's my sonar guy say he hears? NOTHING. I'm gonna dump his worthless face in a torpedo tube and see if he hears anything once he's a bit closer to the action.
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Old 05-29-10, 03:50 AM   #3
jwilliams
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I've been messing around with the sonar operators abilities....

The deafness of the sonar guy is due to Ubi adding these gamey special abilities to him.

A warship 3km away and he didn't hear it (using TDW UI report sound contacts officers button). But when i clicked on the dialog for reviel hidden enemies, up popped the ship icon on the map(plus another 10 warships, some as far as 40 km away). He still said " no sound contacts" when asked again though TDW UI.

Even worse is the fact that i play on 100% realism...... So i have no map contacts. But the ability add the map contacts to my map.... FAR TOO GAMEY

So i would like the abilities switched off.... BUT i need the old way the sound opperator worked switched back on. Ubi must have disabiled it to make the special abilities work/worth using.
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Old 05-29-10, 08:35 AM   #4
kylania
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There's a mod that changes all those abilities which helps a little. The problem is once it's installed you MUST keep it installed with that campaign or else you'll CTD since it drastically changes the format of the special abilities. I'd tried it to see if I enjoyed it, and I did but still wanted the 'improve over time' aspect of the points. That's removed by the mod, so now I'm stuck.
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Old 05-29-10, 10:19 AM   #5
commandosolo2009
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your best bet is to plot a 6 hours interval course inside the AO, and to dive to 40 meters, zero engines, put on a Thomson HED415N and slowly move the middle mouse button. Repeat every 6 hours stationary or 3 hours on the move.. At least I do so..

Oh, do remember:

The sound guy can find more contacts with the GHG than with KDB, AND you dont have to submerge as above (except if using historical uboat specs mod, where you must be at 12 meters depth for them to be effective.. ).

Unlike the GHG, the KDB is worse since you have to plunge to listen( decks awash doesnt cut it)

hope this helps.. Oh, when the war is over, you can file a courtmartial against Benno Scheu for being a spoiled USELESS mumma's boy..
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Old 05-29-10, 10:56 AM   #6
kylania
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Quote:
Originally Posted by commandosolo2009 View Post
your best bet is to plot a 6 hours interval course inside the AO, and to dive to 40 meters, zero engines, put on a Thomson HED415N and slowly move the middle mouse button. Repeat every 6 hours stationary or 3 hours on the move.. At least I do so..
That's basically what I do. But I use HOME and END keys.

Quote:
The sound guy can find more contacts with the GHG than with KDB, AND you dont have to submerge as above (except if using historical uboat specs mod, where you must be at 12 meters depth for them to be effective.. ).

Unlike the GHG, the KDB is worse since you have to plunge to listen( decks awash doesnt cut it)
Unfortunately one of the mods I use breaks GHG on the surface, so that doesn't work anymore. Meaning I miss about 80% of the contacts i could find in the name of "realism"...
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Old 05-29-10, 02:40 PM   #7
Salvadoreno
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Im using TDW UI but i dont know how to manually turn the wheel on the hydrophone station!!!
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Old 05-29-10, 03:26 PM   #8
kylania
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Quote:
Originally Posted by Salvadoreno View Post
Im using TDW UI but i dont know how to manually turn the wheel on the hydrophone station!!!
HOME and END keys by default.
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Old 05-29-10, 10:31 PM   #9
jwilliams
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Quote:
Originally Posted by kylania View Post
There's a mod that changes all those abilities which helps a little. The problem is once it's installed you MUST keep it installed with that campaign or else you'll CTD since it drastically changes the format of the special abilities. I'd tried it to see if I enjoyed it, and I did but still wanted the 'improve over time' aspect of the points. That's removed by the mod, so now I'm stuck.

Yes the mod makes the abilities more balanced.... which i dont mind, but the mod doesnt make the sound guy able to hear as in SH3.... he's still deaf most of the time.

What i want is the special abilities removed, but the sound guy to be able to hear.... as in SH3.

The perfect fix would be to have the passive abilities increase the range the sound opperator could hear... say :-

1 point in his abilities = he can hear all within a 20km range
2 points = 25km range
3 points = 30km
etc.

Not to tell me theres "no sound contacts" when i can see a ship at 3km away. Even when im at 30 meters below. And i can clearly hear it if i listen myself.

And get rid of the abilities that show ships on the map.... cause that just feels too gamey. especialy when you play at 100% realism.

ATM i have to man the hydrophones and listen myself, because i cant trust benno to tell me. Even when its 3km away. If he could tell me sounds from 20km away it wouldnt be so bad... BUT HE'S UNABLE TO HEAR SHIPS 3KM AWAY
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