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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Born to Run Silent
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Radar, Sonar explained
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#2 |
Watch Officer
![]() Join Date: Oct 2005
Location: Queensland, Australia
Posts: 339
Downloads: 1
Uploads: 0
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I don't have the game yet but how about reports of ships not being deteced by sound? Does this mean hydrophone contacts will only work if you manually control them using HOME and END keys?
________ Weedtracker Last edited by IRONxMortlock; 08-14-11 at 03:03 PM. |
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#3 | |
Born to Run Silent
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I think the sonar works best when you get to about 20 meters or deeper. I actually think the devs modeled the characteristics correctly, you can't hear as well on the surface or just below the surface... ...that radar and sonar station, would be better if they would fill the screen like SH2/3, but it works pretty well as is.
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#4 | |
Ocean Warrior
![]() Join Date: Jun 2005
Location: Canada, eh?
Posts: 2,537
Downloads: 129
Uploads: 0
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#5 |
Planesman
![]() Join Date: May 2005
Location: Novo mesto, Slovenia
Posts: 198
Downloads: 9
Uploads: 0
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I would be happy if everything would work and be as "simple" as it was in SH3.
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#6 |
Seasoned Skipper
![]() Join Date: Jan 2002
Location: Oslo, Norway
Posts: 654
Downloads: 163
Uploads: 0
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Hi Neal, thanks for explaining. How do you estimate targets speed?
Manual says chronometer should work as in SH3 but i don't get any estimates. |
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#7 | |
Torpedoman
![]() Join Date: Apr 2002
Posts: 112
Downloads: 22
Uploads: 0
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#8 |
Eternal Patrol
![]() Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
Posts: 10,108
Downloads: 511
Uploads: 0
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All those screen shots look great to me. What is everone or almost everyone complaining about.
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#9 |
Navy Seal
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Also, if the control keys file is anything like SHIIIs, then it'd be easy to program shortcuts for your sonarman to report and track sound contacts (merchant and warship). :hmm:
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#10 |
Cold War Boomer
![]() Join Date: Jan 2002
Location: Walla Walla
Posts: 2,837
Downloads: 5
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There's the first sign of other ports, "Report to Brisbane" :p
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#11 |
Watch Officer
![]() Join Date: Jun 2006
Posts: 338
Downloads: 0
Uploads: 0
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Report to the Brisbane...minor english error there, but I like that screen already, thats the sort of stuff sh3 was missing, good stuff...
Could you post some more of that sort of stuff Neal, I prolly wont be able to get the game till the end of the week at least here in Australia. I would like to see how the campain has changed for immersion. |
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#12 |
Silent Hunter
![]() Join Date: Mar 2005
Location: Germany
Posts: 3,668
Downloads: 4
Uploads: 0
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Stickied.
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#13 |
Sailor man
![]() Join Date: Mar 2007
Location: Singapore
Posts: 46
Downloads: 0
Uploads: 0
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Try a quick tour of the sub and found myself clicking on stuff and not getting a response. What's the point of putting those fancy instruments that is supposed to put attention to details when you can't use them?
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#14 |
Watch
![]() Join Date: Mar 2007
Posts: 19
Downloads: 0
Uploads: 0
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I can't turn it on!? The Turn on/off button is greyed out, and I cant click the 3d models
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#15 |
Sonar Guy
![]() Join Date: Apr 2005
Location: Denver, CO USA
Posts: 382
Downloads: 46
Uploads: 0
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I would like to invite you last two fellows to make vote in my poll and post a comment in it. Just click on the link below. Thanks!
![]() Interactive Gauges and Crew in 3D
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"Variable this is EasyRhino, do you copy? Over." Loud and clear EasyRhino. "Do we have a gig? Over." That's a Roger, we have a gig. Target is painted, start the music. "Roger that Variable. Into attack. Pickling target. Target is acquired and lit. LGB comin' down!" EasyRhino, circular error probability zero. Impact with High Order Detonation. Thank You, have a nice day. |
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