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#1 | |
The Old Man
![]() Join Date: Jan 2007
Location: Warszawa, Polska
Posts: 1,453
Downloads: 46
Uploads: 4
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![]() Quote:
As to the hydrophones - your crew is not good at the beginnig, but later, when you get your sonar guy, he will report ship contacts as far as 30 kms away. The hydrphones are to hear any sound of interest in the water. IN the water, and that means you should be submerged so that you can use them with success. Extremely useful, when trying to escape and being chased. ![]() Good luck.
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Long, hard, wet and full of seamen. My precious. SH3+GWX+OLC — sunk x4, retired x2; SH5+TDW — still exploring My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch Links: SH5 mods I use, FileFront, Manual plotting how-to |
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#2 |
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
Uploads: 1
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Hydrophones - Press H to manually use the Hydrphone station. As already said, this is an underwater microphone. Max range approx 30 - 40km(in GWX).
Silent Running - Pressing Z puts your boat in Silent Running. If you are at flank then you speed will be dropped to about 2-3kts and all extra 'noise' is shutdown. Repairs - These can only be carried out when NOT in silent running. Press Z again. BTW - Some of the single missions are alot harder than the campaign. Just so you know. ![]() EDIT - We've all jumped over this one. Oh well, we've all said pretty much the same thing so it must be true. ![]()
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