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Old 03-19-07, 11:33 PM   #1
Onkel Neal
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Radar, Sonar explained

Radar, Sonar explained

Seems to work as expected, will test extensively tomorrow.
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Old 03-19-07, 11:36 PM   #2
IRONxMortlock
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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?
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Old 03-19-07, 11:46 PM   #3
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Quote:
Originally Posted by IRONxMortlock
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?
It seems to me to work about the same as SH3. The AI crew will detect sound and radar contacts on their own. They will report them. You can go check it out yourself, or you can order the AI crewman to give you constant reports on the nearest contact, etc.

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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Old 03-20-07, 03:38 AM   #4
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Quote:
Originally Posted by Neal Stevens
or you can order the AI crewman to give you constant reports on the nearest contact, etc.
You know what I think would be an innovative change? Being able to tell your crew to track ANY contact. Certainly it would make collecting data on a target while maneuvering possible.
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Old 03-20-07, 03:44 AM   #5
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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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Old 03-20-07, 04:46 AM   #6
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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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Old 03-25-07, 07:57 PM   #7
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Quote:
Originally Posted by Neal Stevens



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...
Maybe that's true, but you can't hear anything at all when just below the surface, not even your own engines. It doesn't make sense for them to abruptly start working at a certain depth.
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Old 03-19-07, 11:41 PM   #8
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All those screen shots look great to me. What is everone or almost everyone complaining about.
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Old 03-19-07, 11:44 PM   #9
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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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Old 03-19-07, 11:46 PM   #10
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There's the first sign of other ports, "Report to Brisbane" :p
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Old 03-20-07, 03:32 AM   #11
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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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Old 03-25-07, 02:11 AM   #12
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Stickied.
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Old 03-25-07, 08:17 AM   #13
JackChen
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Default So those 3D instruments don't work?

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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Old 03-25-07, 10:08 AM   #14
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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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Old 03-25-07, 10:31 AM   #15
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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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