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#1 |
Watch Officer
![]() Join Date: Oct 2005
Location: Queensland, Australia
Posts: 340
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I was tracking a large convoy last night with hydrophones (well I wasn'tbut my sonar man was). The weather turned bad though and I realised I was never going to be able to get close enough to see them so I decided to back away and try another setup once the weather improved. Anyway, there were quite a few escorts roaming around so I figured better safe than sorry and dropped down to 100m while I waited for everyone to pass.
Up to this point the sonar man had been adding hydrophone contacts to the map and keeping them up to date. However as soon as I went deep he stopped doing this. I went to the hydrophone station and manually listened and the convoy was as loud as ever but all contacts were now marked as unknown. ![]() Is it supposed to work this way? Perhaps there's a realistic limitation to hydrophones so that they don't work well at depth (thermacline?) and it's the modelling of this that I'm seeing?:hmm: Or is this a bug? Thanks, M ________ perfect tits Webcams Last edited by IRONxMortlock; 08-14-11 at 02:21 PM. |
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#2 |
Watch Officer
![]() Join Date: Oct 2005
Location: Queensland, Australia
Posts: 340
Downloads: 1
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Update
I noticed that I was continuing to have this problem even at shallower depths. I replaced the radio room crew and suddenly - ta da! - the hydrophone contacts were been reported on the map again. Therefore I assume this was caused by the poor performance of fatigued operators. Nice touch! ![]() ________ Easy vape review Last edited by IRONxMortlock; 08-14-11 at 02:22 PM. |
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#3 |
Ace of the Deep
![]() Join Date: Feb 2003
Location: Northern Illinois
Posts: 1,052
Downloads: 135
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Yup, radio room performance seems to be very sensitive to crew members' fatigue and rank. One of the first things I do is try to get qualified upper ranking PO's in those positions whenever underwater. I replace them with unqualified seaman on the surface and let the good guys rest...they are THAT important.
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Nuke 'em till they glow! |
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#4 |
Torpedoman
![]() Join Date: May 2005
Location: Caen, France
Posts: 111
Downloads: 4
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it's definitly the good solution, HEMISENT.
they are your ears and your eyes and it would a pity having a noob in the place while you're hunting/hunted because the good man can't raise hir arm. ![]()
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#5 |
Mate
![]() Join Date: May 2001
Location: Toronto, Ontario, Canada
Posts: 58
Downloads: 9
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I noticed playing GWX that I still occasionally get hydrophone reports while I am on the surface... Anybody else have this problem?
Is that something that can be fixed with a mod, or is it hard-coded? |
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#6 |
Torpedoman
![]() Join Date: May 2005
Location: Caen, France
Posts: 111
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I used to notice that sometimes with TGW but I don't know if this is still present in GWX.
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#7 | |
Silent Hunter
![]() Join Date: Jan 2006
Location: UK
Posts: 3,813
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So thats a stock game problem, not a GWX problem mate. Other stock game problems with hydrophones include: Hydrophone reports stationary ships and Hydrophone works though land. (the sh3 would doesn't always treat land as and obsitical where it should) ASAIK -these issues are hard coded and cant be fixed easily. |
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#8 | |
Grey Wolf
![]() Join Date: Nov 2005
Location: Mar del Plata, Argentina
Posts: 871
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