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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Aug 2015
Posts: 6
Downloads: 16
Uploads: 0
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No one?
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#2 |
Navy Seal
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What you have to do is remove all mods and run SH4. Sonarman not deaf? Good. Install Mod #1. Try again. Not deaf? Continue with Mod #2. Test. Install next mod. Test......you get the idea. That is the only way you can tell if your game is working right and which mod does the dirty deed.
Let us know what you find.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#3 |
Planesman
![]() Join Date: Aug 2015
Posts: 182
Downloads: 148
Uploads: 0
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I was trying to avoid that but i guess that i even know which one created this problem......traveller's mod....
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#4 |
Ocean Warrior
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You'll find that RSRDC is also a problematic mod as well.
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#5 |
Planesman
![]() Join Date: Aug 2015
Posts: 182
Downloads: 148
Uploads: 0
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#6 | |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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![]() Quote:
Do you mean he really can't hear anything, or that he doesn't hear well? I really wish people wouldn't say this sort of thing. If you have experienced a particular problem, or think you have, you should state what it is. It is really unfair to say something very vague, and not verifiable, like this. Often, people have said "XYZ mod caused this problem.", and later it becomes evident that said problem has other causes. |
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#7 | |
Sonar Guy
![]() Join Date: May 2014
Location: In shallow waters
Posts: 388
Downloads: 19
Uploads: 0
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He means to say that the sonarman on his sub will not detect sounds (not even mentioning a bearing to the target) unless he manually goes to the sonar station. |
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#8 | |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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Then how do you explain all the people who use the same mods, who have a soundman that can hear sounds? |
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#9 | |
Ensign
![]() Join Date: Nov 2009
Location: France
Posts: 223
Downloads: 42
Uploads: 0
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Yet though. And it is in French only. And it is here: http://www.mille-sabords.com/forum/i...s&showfile=531 Man sonar hears everything, including the cries of dolphins. ![]()
__________________
![]() "Pacific is a big ocean. You don't have to find the enemy if you don't want to." Dick O'Kane |
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#10 | |
Planesman
![]() Join Date: Aug 2015
Posts: 182
Downloads: 148
Uploads: 0
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I will just describe this situation: being at 50 feet, deep 0kn and enemy no more than 5000yd and still doesn't report any contact, unless i manually find him with the hydrophone (very very loud sound). Just then the sonarman proceeds with the first contact report like a big troll. |
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#11 | |
Soundman
![]() Join Date: Aug 2015
Location: Australia
Posts: 147
Downloads: 42
Uploads: 0
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also after you get him to call out the contact can he follow it? |
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#12 | |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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I won't pretend to know all the ins and outs of the game here, but know that the games sound mechanics are poor. Personally, I stopped expecting much in this department when I noticed I could hear ships on the other side of an island. |
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#13 | |
Sonar Guy
![]() Join Date: May 2014
Location: In shallow waters
Posts: 388
Downloads: 19
Uploads: 0
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#14 | |
Planesman
![]() Join Date: Aug 2015
Posts: 182
Downloads: 148
Uploads: 0
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![]() Quote:
Unfortunately this mod doesn't work properly for me, so i'll stick to TMO only without travelly (which introduced the deaf issue with TMO). |
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