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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
Silent Hunter
![]() Join Date: Mar 2005
Location: Germany
Posts: 3,668
Downloads: 4
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Stickied.
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#32 |
Sailor man
![]() Join Date: Mar 2007
Location: Singapore
Posts: 46
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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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#33 |
Watch
![]() Join Date: Mar 2007
Posts: 19
Downloads: 0
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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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#34 |
Sonar Guy
![]() Join Date: Apr 2005
Location: Denver, CO USA
Posts: 382
Downloads: 46
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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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"Variable this is EasyRhino, do you copy? Over." Loud and clear EasyRhino. "Do we have a gig? Over." That's a Roger, we have a gig. Target is painted, start the music. "Roger that Variable. Into attack. Pickling target. Target is acquired and lit. LGB comin' down!" EasyRhino, circular error probability zero. Impact with High Order Detonation. Thank You, have a nice day. |
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#35 |
Swabbie
![]() Join Date: Mar 2007
Location: Northern VA, USA
Posts: 6
Downloads: 0
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Like everyone else it seems I am having NO luck at all with the sonar and radar functions. Can anyone who does get this stuff to work please explain step by step how they did it.
I am getting very frustrated with the lack of instruction, explanation, or tutorials for those of us who haven't played the silent hunter series before. |
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#36 | ||
Weps
![]() Join Date: Jan 2007
Posts: 356
Downloads: 36
Uploads: 0
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For imperial, the map shows nautical miles, so the conversion is simpler. |
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#37 | |
Torpedoman
![]() Join Date: Apr 2002
Posts: 112
Downloads: 22
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#38 |
The Old Man
![]() Join Date: Apr 2006
Posts: 1,434
Downloads: 5
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The estimated target speed in the TDC display works. Click on the status button in the lower right to force it to update. Remember this display emulates a 1940s mechanical computer that relied heavily on human input.
When using the 1.1 patch, your depth must be 154 ft for some occasional sonar contact and 155 feet for reliable and constant contacts. The ATTACK parascope is usable at both these depths. To test if you have the correct depth, man the sonar screen and rotate the head to 180 deg. If you do not hear your own props you are too shallow. Watch the depth report while listening for your props. -Pv- |
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#39 | |
Born to Run Silent
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#40 |
Ensign
![]() Join Date: Mar 2002
Location: England, Manchester.
Posts: 235
Downloads: 104
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Neal I'm not sure the SD Radar is working as intended, I'm on my first patrol and used some reknown to install an SD Radar unit.....Now this should only be able to pick up aircraft......Hum well it also has the magical ability to pick up surface craft as well.......I like the way when it picks up an aircraft the icon is a ship box untill classified but, hey i dont want to stay around on the surface for that long....Bug report the SD radar whilst working is NON-Functional in game, meaning there IS no radar installed..The sd screen is blank...(Yes I did try and turn it on)... I'll test some more but it has definately picked up a surface ship for me.... Got the operstor message...Contact bearing blah blah...Long range....Turned out to be an American Tanker......
Deep Six
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#41 | |
Weps
![]() Join Date: Jan 2007
Posts: 356
Downloads: 36
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#42 | |
Engineer
![]() Join Date: Apr 2005
Location: Southwestern Ohio
Posts: 213
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I can get you up to speed on sonar, which I find to function perfectly and as expected regarding my experience with SH3. ( >>> Radar is another story. It works, by itself, although I can't interact with it in any way. For radar, I just let the operator tell me what he sees on the scope. By the way I can't get him to stop doing this. <<< ) For sonar ... I find that the hydrophone is completely functional between 60 to 80 feet depth to keel. I suppose if you are using metric, that would be between 18 and 24 meters depth to keel. When your ship is at this depth, cut all engines by pressing the ` key. (Upper left of keyboard next to the number "1".) Press the hydrophone icon or press F8. All you need to do now is rotate the direction of the hydrophone. You can do this by pressing the "HOME" key on the keyboard. You need to tap it, and not hold it down, so that you arc through 2 or 3 degrees with each tap of the HOME key. You may wish to make sure there aren't any background noises in the room (real, live room). If you come across a sonar contact, you will hear the difference. A steady chugging of any sort will reveal the bearing at which the contact lay. Generally, a ship will be heard on two or three degrees of bearing. That is, if you can hear the ship on 73 degrees, you will probably hear it also on 72 and 74 degrees. In my experience with both games, if the sound of screws turning is very, very faint, then that ship is very, very far away and you should be prepared for a long chase of successive travel and hydrophone checks to find him. If you can hear the screws without much straining, then you've got a good potential target at hand. One of the buttons (I believe it is the second or third yellow button from the left) when pressed will reveal a text message showing you the range to the target. Be aware that using this active sonar (to find range) may reveal your location to nearby warships. You should test all of the above on a known contact. Try a training mission with known ships in the area and dive down to 60 to 80 feet and test the above, to train your ear. Thanks, vois2 |
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#43 |
Ensign
![]() Join Date: Mar 2002
Location: England, Manchester.
Posts: 235
Downloads: 104
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Oh well another bug to add to the fix list....Thanks Rykaird for confirming this as well.
This is a biggie if the SD Radar is all seeing and knowing....Massive immersion breaker. And quite Un-Historical Deep Six
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#44 |
Swabbie
![]() Join Date: Mar 2007
Location: Northern VA, USA
Posts: 6
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Thanks vois2 I appreciate it. Seems like a lot of people are having the same problems I am. I have got the sonar to work but the radar is still a mess, guess Ill just not try to do anything with it and let the radar operator let me know when stuff is near!
Thanks again, Chili |
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#45 |
Engineer
![]() Join Date: Apr 2005
Location: Southwestern Ohio
Posts: 213
Downloads: 0
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Chili,
That's what I, too, am doing for now with radar. Actually I prefer not to use radar until the bugs are worked out, so I think I'll do the historically accurate thing at the start of my next Dec '41 career and just let the radar slot on the sub go empty. Now that I have figured out how (thanks to other posters) to NOT have automatic updates and external cam, I think I am set to start career again without fighting the interface so much. |
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