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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: Apr 2005
Posts: 18
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Is there a known bug where a ship doesn't register on the hydrophone? I had a merchant about 2000 yards off my starboard - and all the time I couldn't get a hydrophone reading off of it. By pressing the right buttons I could get my operator to call out the contact bearings, but yet I still couldn't get a sound out of it.
I was at about periscope depth in rough seas - if that at all matters. Running 1.5 with the latest TMO. ![]() |
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#2 |
Electrician's Mate
![]() Join Date: Dec 2008
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Did you have the periscope raised? In my experience if you can get a visual confirmation, the hydrophones are not used.
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#3 |
Watch
![]() Join Date: Apr 2005
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Periscope up or down, it did not matter.
Correct, I could collect data through the periscope, but I was practicing with the hydrophone last night - and the problem still remained. |
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#4 |
Electrician's Mate
![]() Join Date: Jun 2008
Location: Stoughton, WI
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Happens to me sometimes, no discernable pattern that I can see (such as a bearing sector, sea state, target speed, or something like that). I've wondered if it is possibly linked to ships added beyond stock, although most ships added via mods seem to be detectable via hydrophones. I guess I wonder if there is a few merchants that were added (non-stock) that for whatever reason don't have sound signatures.
Short of it is I've seen this as well, but have no explanation. |
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#5 |
Grey Wolf
![]() Join Date: Mar 2005
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Has happened to me. No pattern.
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#6 |
Watch
![]() Join Date: Apr 2005
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It might be linked to that actual ship - as I even tried restarting the game and the problem was still there, and just for that ship.
Alrighty. I'll just sink it and move on. Hopefully it won't be a common problem. |
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#7 | |
Ace of the Deep
![]() Join Date: Jul 2008
Location: Athens, the original one.
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- Oh God! They're all over the place! CRASH DIVE!!! - Ehm... we can't honey. We're in the car right now. - What?... er right... Doesn't matter! We'll give it a try anyway! |
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#8 |
Bosun
![]() Join Date: Jan 2009
Location: Halmstad, Sweden
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If I´m correct, the voloume of the sonar can be turned up and / or down. This is a bug witch came with some patch or mod, cant remember wich though, since I´ve red alot lately.
In other words, check the soundsetting/voloume of sonar. |
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#9 | |
Rear Admiral
![]() Join Date: Mar 2005
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I think its just a game glitch where the sound loop for the target in question is either not loaded or is null. |
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#10 |
Electrician's Mate
![]() Join Date: Jun 2008
Location: Stoughton, WI
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I've gotten this situation many times when I have not used "Alt-Tab" (actually rarely do the alt-tab). And I also know it is not volume, there simply is no detectable sound. And I've had it in a situation where there are multiple ships around and I can detect all but 1 by sound, so I don't believe it tied to environmentals (I know Steamwake you did not say it was, you simply noted that did occur in real life...).
My targeting rarely relies on sonar, so the only time it is annoying is when I've got scope down and am watching the sonar bearing to decide when to raise scope for final bearings and shoot. So, you just come up a bit sooner... |
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#11 |
Watch
![]() Join Date: Nov 2008
Location: Wisconsin, USA
Posts: 24
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I have noticed that when I get one of those "silent merchants", they always turn out to be sampans. Sail driven, I think, so no engine noise.
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