![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1 |
Soundman
![]() Join Date: Jun 2009
Posts: 144
Downloads: 126
Uploads: 0
|
![]()
Hey guys,
I've been diving deeper and deeper into sh3 as I find my way around the old girl again (the only game I have as many hours on as this is Kerbal Space Program, which I discovered from a post on THIS forum!!!!!!!!!) and I'm running up against something I had issues with back then too... Hydropones. I get that they are a really powerful tool for the uboat. I can do 4 bearing TMA and so on... but there seeems to be a hidden 'art' that I've never clocked. Using the Hydrophones to ID and guage target speed ect. I'll be honest I've always been reliant on the notepad to id merchent from warship, and I get that I should be listening to the engine noises 'under' the prop noisses. I also get that the prop noise will give me rpm.... but try as I might I'm useless. An example... just cmae across a patrolling C or D class destroyer in my current game. I know it's that from the vis id I made. I dived to periscope depth so as not to attract attention then went to the hydrophone and had a listen.... my hydro guy seems useles (he didn't pick it out) but I could easily (espc. with the lautstrake knob). I can hear the prop and the enginge pretty clearly, and seperate them out.... but if I hadn't vis id'd the target I'd have no clue if it was a battleship or a costal tanker! Is there any mod that improves the engine sounds of vessels? THomsen's sound pack p'raps? RPM tables for SH3 or GWX? Techniques? Tricks? Help! Mod list that may impact things: GWX MEP 5 Sh4 effects in sh3 MaGui
__________________
Lt. Z. S . Werner Krautsch Assigned: U-66 (IXc), 2nd Flot. 1. JAN 1941 Date: JAN 41 Patrols Completed: 0 Warships:0 Subs:0 Merchants: 0 Status: AT SEA |
![]() |
![]() |
|
|