SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter 4: Wolves of the Pacific
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 08-14-13, 08:10 AM   #1
andycts
Seaman
 
Join Date: Jun 2010
Location: South Yorkshire,UK
Posts: 32
Downloads: 232
Uploads: 0
Default Hydrophone

Hi guys,i am picking up contacts when the boat is surfaced.Did fleetboats have this ability or is it just how it works in SH4?I don't know much about these submarine types so would be grateful if the experts here could let me know if this is realistic.

thanks and good hunting
__________________
TMO 2.5
OTC for TMO 2.5
OTC realistic scopes
ISE v3 TMO&RFB
LST TMO v2
TDW ship plane fire damage
Websters real lifeboat fix
TMO different smoke
andycts is offline   Reply With Quote
Old 08-14-13, 09:53 AM   #2
Rockin Robbins
Navy Seal
 
Join Date: Mar 2007
Location: DeLand, FL
Posts: 8,900
Downloads: 135
Uploads: 52


Default

Yes and no. There are three hydrophone sensors on the boat. On deck and rotating in your sight is the audible range sonar head. Of course, being on deck, it's not wet when you're on the surface and so doesn't function.

However, under the keel at the aft end of the forward torpedo room are the two supersonic sonar heads. They work at ranges outside the frequency the human ear can hear and are very useful, even on the surface.

The sonar operator's manual made it clear that these continued to operate on the surface and directed the sonar operator to continue monitoring the supersonic sonar while on the surface unless ordered by the Captain to stand down. This indicates that they expected to develop contacts from sonar while on the surface.
Rockin Robbins is offline   Reply With Quote
Old 08-15-13, 02:02 AM   #3
andycts
Seaman
 
Join Date: Jun 2010
Location: South Yorkshire,UK
Posts: 32
Downloads: 232
Uploads: 0
Default

Thanks for the answer RR.Been playing modded version of SH3 where the boat had to be submerged to use hydrophone.It's gonna take time to break the habit lol.

cheers and good hunting
__________________
TMO 2.5
OTC for TMO 2.5
OTC realistic scopes
ISE v3 TMO&RFB
LST TMO v2
TDW ship plane fire damage
Websters real lifeboat fix
TMO different smoke
andycts is offline   Reply With Quote
Old 08-15-13, 02:54 AM   #4
Aktungbby
Gefallen Engel U-666
 
Aktungbby's Avatar
 
Join Date: Jul 2013
Location: On a tilted, overheated, overpopulated spinning mudball on Collision course with Andromeda Galaxy
Posts: 30,087
Downloads: 24
Uploads: 0


Default

Quote:
Originally Posted by andycts View Post
Thanks for the answer RR.Been playing modded version of SH3 where the boat had to be submerged to use hydrophone.It's gonna take time to break the habit lol.

cheers and good hunting
Same here. Old habits die hard as I just loaded SHIV...sonar on the surface.THNX
__________________

"Only two things are infinite; The Universe and human squirrelyness?!!
Aktungbby is offline   Reply With Quote
Old 08-15-13, 12:04 PM   #5
Rockin Robbins
Navy Seal
 
Join Date: Mar 2007
Location: DeLand, FL
Posts: 8,900
Downloads: 135
Uploads: 52


Default

Yup, the American boats were different with those chin mounted sonar heads under the hull. They could be retracted so they weren't damaged in case of contact with the shell of a very tough planet.
Rockin Robbins is offline   Reply With Quote
Old 08-15-13, 04:33 PM   #6
fred8615
Saint of the seas
 
fred8615's Avatar
 
Join Date: Mar 2004
Location: Sorrento, Louisiana
Posts: 1,320
Downloads: 265
Uploads: 127
Default

Is it just me, or has anyone else noticed that with RSRD installed (over stock game for me) that you don't get sound contacts when surfaced? You only get them after diving.
fred8615 is offline   Reply With Quote
Old 08-15-13, 11:21 PM   #7
Rockin Robbins
Navy Seal
 
Join Date: Mar 2007
Location: DeLand, FL
Posts: 8,900
Downloads: 135
Uploads: 52


Default

Quote:
Originally Posted by fred8615 View Post
Is it just me, or has anyone else noticed that with RSRD installed (over stock game for me) that you don't get sound contacts when surfaced? You only get them after diving.
In the beginning there were pretty strict categories of mods. TMO was a sulermod but mostly aimed at gameplay. RSRD was a campaign mod only dealing with enemy shipping distribution and addition ship types. ROW was an environmental mod: weather, wave behavior, sky and water colors.

As time went on modders lost their discipline and began stepping on each others work. Lurker decided sonar shouldn't work at all on the surface. So he made it that way in his campaign mod, overwriting the legitimate territory of TMO. I think just about everybody who loads up TMO wants gameplay according to Ducimus.
I know I do and I spent considerable time convincing Duci that sonar function on the surface was more historically justified than no sonar at all when on the surface.

There are WWII subs afloat today where you can use the sonar to listen to harbor traffic. Those subs are, of course, surfaced.

This isn't the only example, but it is a good one where Lurker left his campaign territory to deliver a message that if you are going to use his realistic ship disposition, by God, you're not having sonar at all on the surface. He also changed crew competencies from TMO settings. I'm not too happy about that.
Rockin Robbins is offline   Reply With Quote
Old 08-15-13, 11:51 PM   #8
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 7,151
Downloads: 613
Uploads: 44


Default

Quote:
Originally Posted by Rockin Robbins View Post
In the beginning there were pretty strict categories of mods. TMO was a sulermod but mostly aimed at gameplay. RSRD was a campaign mod only dealing with enemy shipping distribution and addition ship types. ROW was an environmental mod: weather, wave behavior, sky and water colors.

As time went on modders lost their discipline and began stepping on each others work. Lurker decided sonar shouldn't work at all on the surface. So he made it that way in his campaign mod, overwriting the legitimate territory of TMO. I think just about everybody who loads up TMO wants gameplay according to Ducimus.
I know I do and I spent considerable time convincing Duci that sonar function on the surface was more historically justified than no sonar at all when on the surface.

There are WWII subs afloat today where you can use the sonar to listen to harbor traffic. Those subs are, of course, surfaced.

This isn't the only example, but it is a good one where Lurker left his campaign territory to deliver a message that if you are going to use his realistic ship disposition, by God, you're not having sonar at all on the surface. He also changed crew competencies from TMO settings. I'm not too happy about that.

Which subs is that? where you can listen to the harbor traffic? That would be pretty cool to visit and check out.

I agree it's better to have sonar work on surface except, like many things in game, it cant be simulated properly. The sonar worked on surface but was useless if sub was underway, they could stop the engines and listen on surface but not how its simulated in the game.Well thats my understanding of it from what i have read. The dumbed down crews in RSRD does annoy me, of course I've went back and fixed a lot of that but its a tedious process.
Bubblehead1980 is offline   Reply With Quote
Old 08-16-13, 09:42 AM   #9
fred8615
Saint of the seas
 
fred8615's Avatar
 
Join Date: Mar 2004
Location: Sorrento, Louisiana
Posts: 1,320
Downloads: 265
Uploads: 127
Default

Quote:
Originally Posted by Rockin Robbins View Post
Lurker decided sonar shouldn't work at all on the surface. So he made it that way in his campaign mod, overwriting the legitimate territory of TMO.
So how do I fix it? Will deleting the Sensors_sub_US.sim file in RSRD do it?
fred8615 is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 11:06 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.