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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Hellas
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hello everybody !!
i am just wondering what' s going on with tha sonar ! it's awful... ,i mean the sonarman sometimes catch a contact at 25km,other times at 20 km,17 km...etc i know that this is a big broblem ( beaf sonarman....) but i have to say this: i don't need any other skins , guns , torpedoes ...visual mods (i don't mean that i didn't love the work of all the modders that involved with all theese.they got the perfection..) but what about the game? it suffers with this sonar and need emergency healing! it's sad this amazing game to be betrated by it's own mother .the sonar was the most critical part of the subs , a REAL simulator has to respect that.ubi didn't pay attention to that?? and why ubi is so silent about that?? (see the work of jane's simulator at 688 for the sonar....it was the half game! ) please modders focus on that (it's a request...not an order !!! :-) ) this game is flerting with perfection ,if sonar works it will touch the perfection ! does anybody knows if the sonar works ok at sh4 ?? (i played it for a bit but it doesn't have the amazing atmosfere of sh3 imo and i quit ) thank you for reading...greetings |
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#2 |
Sonar Guy
![]() Join Date: Jun 2008
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Sonar range isnt a constant number. It depends on the weather, waves, speed of the target, ure bearing to it, ure depth, speed etc.
In my experience using sonar manually increase the range up to 100% (if conditions are perfect and the target is a large convoy). |
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#3 |
Stowaway
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well you have to remember, that in your type VII or Type IX is no Signal Processor and no Software like in that Los Angeles Class Sub in 688(i) H/K
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#4 |
XO
![]() Join Date: Nov 2007
Location: Canada
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Hi, in the realism settings you can switch off the option Realistic Sensors. This gaves you the maximum sensors performance.
Anyway, just talking with myself, the SH3's sonar perfection is its rudimentary, indeed! |
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#5 |
Ace of the Deep
![]() Join Date: Apr 2007
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Man the hydrophones yourself. You will hear propeler noise 30km away. If you don't want to bother, have at least one man with Radioman specialization and give him the German cross ASAP, to remove fatigue.
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#6 |
Hellas
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nirwana: i understand that it depends from the conditions (as it shoulds) but the problem is that it doing me so in the same mission.(i mean playing one mission and the sonar get it at 25km,replay the SAME mission and get it at 20 km....) do you think that i have some kind of bug?
using sonar manually is out of discussion becuase i have to be always at sonar room which is impossible! barrett:i know that the sonar of 688 was different (i said only for the work they have done at jane's) but i don't want to catch the contacts only for not be spotted.when condition are very bad (heavy rain,night ....) i want a good sonarman when it gets in sonar area to inform me exactly in order to mark his position on navmap and start 'watching' the target (see sh3 hydrophone hunting tutorial by raduz) meduza: i will try that ,i wish to works... thank you all for replies |
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#7 | |
XO
![]() Join Date: Nov 2007
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Hi, probably you're right, but remember you are listening in passive mode, so you have no informations about the distance.. the only way to have an ROUGH estimate is the noise level and this is why the Sonaman just says to you "long/medium/short distance". Moreover the sonar lines on Navmap are artefactual: try to play at 100% of realism and you will not see never more that lines on your map.... good hunting! ![]() |
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#8 |
Stowaway
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There are probability modifiers on all sensors.
So you can play the same mission over and over, and not detect a contact at the exact same time and place, every time you play the mission. |
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#9 |
Sonar Guy
![]() Join Date: Jun 2008
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In my experience the reliability to calculate the distance with the sonar line in the maps is at those distances +- 5km minimum. Only when the target is less then 5km from u its pretty accurate otherwise use it only to plot its projected course.
In those days a visual based attack was standard. Sonar was mainly used to detect and track hostiles from the distance beyond the visual range. I submerge every hr and check if there is anything in range the deckwatch cant see. |
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#10 |
Weps
![]() Join Date: May 2005
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Sonar works fine. Which means barely at all, it gives you a crude tactical picture. Frankly the "lines" are a cheat, but then again you don't have a tracking party.
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#11 |
Hellas
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i think that you have missed the point ! i play sh3 with no map update (witch means that i haven't sonar lines at my navmap ! )
the point is that: when sonarman says for FIRST time 'long range' that means that the target must be exactly at 20km ( unless ....he is ...beaf ! ![]() a lot of testing shows me that the sonarman screams long range when he want and not when the target enters the circle with radious 20 km ! thats the broblem (see the hydrophone hunting tutorial by raduz and you will get the picture ....) privateer: thank you for that information....you think that the sonarman isn't beaf at last? |
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#12 | |
Weps
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#13 |
Hellas
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hello gainiac ,are we talking about the real life or about the game?
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#14 | |
Weps
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#15 |
Hellas
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well,in that case you have to accept that the behaviour of sonarman is ordered by some files.if that files orders sonarman to say 'long range' when the target enters 20km radious circle he has to do so....or is something wrong here (i agree in general lines with you but privateer gave us a good information.if the sensor values are randomized is there a way to set the probability at 100% to alert us when the target enters that circle?)
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