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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Chief
![]() Join Date: Mar 2010
Location: São Paulo, Brazil
Posts: 321
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Hydrophone question
Hi there,
I know that the hydrophone is located near the bridge on the left side and that there's also 2 spheres below the sub. Are they all part of the hydrophone? Is the hydrophone unusable when surfaced then? Been puzzled a bit... |
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#2 |
Loader
![]() Join Date: Aug 2004
Posts: 82
Downloads: 16
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As I understand it, the way it *should* work is the hydrophone should be non functional while surfaced, however you can still use it in the game.
The sonar itself, however, relies on the two "balls" under the sub, so you should be able to ping a vessel on the surface, however, I"m not quite sure how realistic that is, or how world variables (sea state, shallowness/dirtiness of the water) would play into it. As I understand it, a rough sea or very shallow waters would make it nigh unusable. In SH4, though, both still work in the game while on the surface.
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One fish, two fish, three fish, BOOM! ![]() Fishie, Commander SS-215 Fear the Growler! |
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#3 |
Fleet Admiral
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The hydrophone is located, despite the movies, in the aft portion of the fwd torpedo tube. This was the JP sonic system. It could "hear" sounds in the frequency range of the human ear approximately.
There was also supersonic sound systems. These would be what is called "sonar" and are different from the sonic hydrophone systems. There were two supersonic systems QC/JK and QB QC/JK projector (Ball) was located on the Port side on the underside of the submarine QB projector (Ball) was located on the Starboard side on the underside of the submarine Both could be extended and retracted from a control in the conning tower. There was also a third system used to measure depth under the keel. It was called the NM transducer and was located between and just forward of the two supersonic heads. In SH4 JP, QC/JK, and QB are all combined in one station. Not realistic but a good compromise.
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abusus non tollit usum - A right should NOT be withheld from people on the basis that some tend to abuse that right. |
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#4 |
Chief
![]() Join Date: Mar 2010
Location: São Paulo, Brazil
Posts: 321
Downloads: 462
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Platapus and Fishi thank for the info
So I understand that the hydro would not work submerged? They just relied on visual and Radar surfaced then? There's a "No Hydrophone surfaced" mod around here I'll probably install it. I want as realistic as possible... I've been to the Pampanito at SF and the audio tour did mention both "balls" at the forward torp room. Saw the 2 cylinders to raise/lower them. |
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#5 |
Navy Seal
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If you read the Submarine Sonar Operators' Manual you'll find all the little details that are sadly missing from Silent Hunter 4. And you'll be confronted with the game devs' obvious problem of rendering a horrendously intricate system in a way that allows us to gain the benefits but avoid the pitfalls of our computers going up in smoke trying to reproduce it all!
But the manual makes it clear that in real life, upon surfacing the sonar operator remained at his post, listening to the supersonic sonar sets under the keel, which were quite effective and expected to make or clarify targets in the surfaced condition. Looking through after the war reports of every contact developed during the entire war doesn't find a single contact ever discovered on the surface with sonar. But that doesn't mean that it was useless. We don't know how many targets were tracked after they were discovered by other means. The manual makes it clear that the sonar was considered very effective when surfaced, that the sonar operator was expected to develop contacts and he was to remain at his listening post until relieved by the Captain.
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#6 | |
Commodore
![]() Join Date: Nov 2004
Location: Right behind you!
Posts: 643
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Acoustics and thermal layering are two of the areas I most wish had more accurate detail in the game. that and Radar/Comms. |
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