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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Sonar Guy
![]() Join Date: Feb 2013
Location: Sarasota Florida
Posts: 391
Downloads: 68
Uploads: 0
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![]() Quote:
1.5 stock here, is it fixed in any Mods? |
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#2 | |
Admiral
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The issue of the non existent Hydrophone sound is for manual player use only. The sonar man usually reports the sound, but you won't hear a thing when you go to listen for it yourself.
Actually, the stock game has the best chance in not having this Hydrophone issue. Mods that have their own Campaign missions usually set the ships traveling speeds differently than stock. Most stock merchants travel about 8 to 9 knots...throughout the ships route from spawn to end. With a merchant ship that has its "MaxSpeed=" in its .sim file, set at 16 knots.....a 9 knot travel speed will be heard just fine. A mod that decides to lower the travel speed below the half MaxSpeed figure will usually result in the ship never being heard. Some mods switch the travel speed on every waypoint....with dozens of additional waypoints along its route. Many times more waypoints than the stock game's. The idea was sound to do this, thinking more waypoints, with constant changing speeds, would make for a more difficult firing solution, but it just adds to the frustration of not hearing a ship while using the Hydrophone when its easily in sight.
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
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