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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Captain
![]() Join Date: Mar 2005
Location: Nash Town, USA
Posts: 525
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"Hit Shokaku class carrier with three out of six torpedos. Recieved 105 depth charges during three hour period. Heard four terrific explosions in the direction of target, two and one half hours after attack. Believe that baby sank!" Lieutenant Commander Herman Kossler USS Cavalla |
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#2 | |
Grey Wolf
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#3 |
Mate
![]() Join Date: Mar 2005
Posts: 54
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Hi,
I am shocked by this. ![]() And this is really not a bug in that term. This was left out. And its really sad that the manual is describing functional stations. The manual is lying and there is no mentioned about this in the readme. I wonder what else is not working in this Sim? BR Anders |
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#4 | |
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
Posts: 9,404
Downloads: 105
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__________________
They dont think it be like it is, but it do. Want more U-boat Kaleun portraits for your SH3 Commander Profiles? Download the SH3 Commander Portrait Pack here. |
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#5 |
Sonar Guy
![]() Join Date: Feb 2005
Posts: 377
Downloads: 20
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The stations are Their but don't work? When you used sonar were you dived? And are you sure your sub had radar?
Some other guy posted that he used Radar to track ships during fog. So I'm hoping you just don't understand what going on, or your sub does not have Radar yet. |
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#6 |
Torpedoman
![]() Join Date: Apr 2002
Posts: 112
Downloads: 22
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Yeah, make sure you dive to use the sonar as the hydrophones need to be in the water. Those are the most important stations for any subsim, how can they not finish them!
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#7 |
Captain
![]() Join Date: Mar 2005
Location: Nash Town, USA
Posts: 525
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In another thread Neal said he uses the Home & End keys to rotate the sonar head, and someone else said you have to be at 25m to pick up a sonar contact. Are you finding this as well?
__________________
"Hit Shokaku class carrier with three out of six torpedos. Recieved 105 depth charges during three hour period. Heard four terrific explosions in the direction of target, two and one half hours after attack. Believe that baby sank!" Lieutenant Commander Herman Kossler USS Cavalla |
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#8 | |
Silent Hunter
![]() Join Date: Mar 2005
Location: Germany
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#9 | ||
Ace of the Deep
![]() Join Date: May 2005
Location: Off your Stb side with good solution
Posts: 1,065
Downloads: 44
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sorry.... Im sick of Ubi, EA, and other game publishers running all over us gamers with a "promise" it will be fixed in the next patch. I was going to run out and buy SH4 tommorow.... but now after the low res issues, and the non FSAA support (hello.... 1996 has been over for 10 years now..) Im in no hurry. |
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#10 |
The Old Man
![]() Join Date: Apr 2006
Posts: 1,434
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Is everyone certain the problem with the SD radar supposedly detecting a surface contact is not due to a misunderstanding? Perhaps another sensor detected the ship (deck crew visual or sonar) and it's the way the WO reports the contact that causes confusion?
After all, when a game is new and just learning it, there are always things that are misunderstood at 1st and all the old hands are still explaining to newbies a year later. Like the non-functional sonar head that had movement keys after all. Also, I suspect there is a minimum depth that leaves the SD exposed where passing below it momentarily would put it out of action, or a wave. Once surfaced enough to use it again, it would take a while to dry off enough to operate. Or, Could the devs have combined all the radars into one type only changing sensitivity as the model progresses? It also seems to me the screens in this series are for a training run. I have seen games where scripted training sequences are more for familiarization and features than realism and a campaign patrol or mission scenario might work differently. -Pv- |
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#11 | |
A-ganger
![]() Join Date: Apr 2005
Posts: 78
Downloads: 11
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