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Posted Hide Post
hey guys first of all let me congratulate you on this great project. im a relatively rookie skipper and this has shone light on many areas of the game i simply didnt understand. i would like to aask you guys to add something that i find to be unpredictable: THE SENSORS. the radar is a little better but the sonar is a no go can anyone help. thanks.
 
Posts: 19 | Registered: Tue June 10 2008Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
Could you give us a little info on what's messing you up? We can probably help you out, but I'm not really sure what you want to know.


 
Posts: 733 | Registered: Sun March 04 2007Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
well my main problem is that the sonar doesnt work unless i dive below periscope depth or im about 1000 yards from a ship (not very helpful). it kinda just works when it feels like it. any ideas? thanks
 
Posts: 19 | Registered: Tue June 10 2008Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
Those are some odd conditions, but maybe this information can help you work through it.

What we call sonar (on both the sub and the escorts) actually has two components. The first is the hydrophones. These are completely passive, it's a listening device, looking for a sound to "hang on to". When you are using the hydrophones, when your operator finds a "target" all he gets is a bearing from your ship. Depending on the volume generated, the operator will offer a guess-timate of its range (long, short), but it's no where near exact.

Sonar is much more precise, it gives the bearing and the range to the target by sending out that dreaded ping. The down side for a sub is as soon as you transmit that ping, everyone else who is listening knows where you are. Unless you are ranging on an unescorted merchant, don't use the active sonar.

I honestly can't address the range limitations you've come up against, although if I remember correctly, in real life the effective range of a US destroyer's sonar was about 2000 yards. I have no idea what is modeled into the game.

I've gotten target bearings from my hydrophones on targets over 10K yards away in the game. Next time you are at the game options menu, see if you have realistic sensors active.

Let me know if any of this helps


 
Posts: 733 | Registered: Sun March 04 2007Reply With QuoteEdit or Delete MessageReport This Post
Picture of msalama
Posted Hide Post
Hey, what a great thread Happy Chock full of info for someone like me who's relatively new to sub sims. Thank you everyone who contributed - you guys rock! Cool


------------------------------------------------
SH4 + RFB 1.5 + SH3 + GWX 2.1
 
Posts: 2658 | Registered: Thu February 03 2005Reply With QuoteEdit or Delete MessageReport This Post
Picture of dgrayson
Posted Hide Post
quote:
Originally posted by reddeath267:
well my main problem is that the sonar doesnt work unless i dive below periscope depth or im about 1000 yards from a ship (not very helpful). it kinda just works when it feels like it. any ideas? thanks


In the game you have three different sensors available to you, visual, radar and sonar. The game engine can only use one sensor at a time, so it has a hierarchy. The best sensor is visual, followed by radar and the sonar. If you have visual contact your radar and sonar do not work. If you lose visual contact and have your radar on you then "see" the target with radar. No visual or radar contact and you "see" the sonar line. If you only want to use only sonar, go to periscope depth and keep both your scopes down. Then you will only "see" the sonar contact. Raise either scope and the sonar line vanishes as soon as you regain visual contact. Drop the scope and you are back to sonar.

"Like the jitterbug, it was so simple it plumb evaded me."

Dave
 
Posts: 1426 | Location: Tampa Bay at periscope depth. | Registered: Sun January 21 2007Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
quote:
Originally posted by reddeath267:
well my main problem is that the sonar doesnt work unless i dive below periscope depth or im about 1000 yards from a ship (not very helpful). it kinda just works when it feels like it. any ideas? thanks


What is your speed? If I'm not mistaken, your speed can affect the range of your passive sonar. The faster you are going, the less effective it'll be.....hard to hear over your own fast screws.



V-BOATS FOR VICTORY!!
SH4 Adopt-A-Boat
 
Posts: 1072 | Registered: Tue May 29 2007Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
Great guide folks, really helpful seeings Im a noob.

Just wondered if there was any chance that someone could so one about navigation. I get the messages saying, fleet spotted at Longitude 123 52degrees east, Latitude 43degrees north or whatever but I for the life of me cant figure out how to pinpoint it on the map?, and head their to sink some metal! Smile

?

Like you say the manual is useless!...thanks

Capt Sinky McShippy
 
Posts: 22 | Registered: Thu April 14 2005Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
If you look on the outer edge of the navigation map you will see the latitude and longitude numbers displayed. The next step is to figure out where those lines would cross, that's where the target is.

Seems simple, but it's not. Remember, the target is moving, they are not going to be at the reported spot when you get there. Your job is to figure out where they will be at a future point in time.

The contact reports usually contain the target's rough course and speed. So as an example if they tell you the target is running South at medium speed, they are going to move about 10 miles every hour.

If you are 50 miles away to the East and you head for the exact spot of the report at 10 knots, you are going to miss them by 50 miles.

You have to figure an intercept point somewhere down the line. I'm not going to go into the math, but the general rules are, you have to be able to go faster than they can so you actually gain ground on them. Use your map tool and draw a line on the map that approximates the target's course. Then figure out a course for you to intercept that first line. If possible, get well ahead of the target, that way you know you have to back track up the line to intercept them.


 
Posts: 733 | Registered: Sun March 04 2007Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
Right thanks, Ill see if I can wangle my head round it. Ive just installed some mods, namely:

Trigger Maru (TM)
Run Silent, Run Deep: The Campaing (RSRD)
Reflections on Water (ROW)

And noted the map has been improved so that should help yes?!

Also I guess these mods dont work properly with the new U-Boat Missions expansion pack?, my German campaign text on the main screen has changed to --- and when I went to start one, it crashed Frown
 
Posts: 22 | Registered: Thu April 14 2005Reply With QuoteEdit or Delete MessageReport This Post
Picture of dgrayson
Posted Hide Post
There is an FAQ in the TMO Support File. It would be a really good idea to read it.

TMO uses some of the files needed by the U-boat Missions. If you want to play the German side you must enable the U-boat Fix over TMO. If you play TMO unaltered, the U-boat missions are disabled, hence the "---"

BTW does the buff in your usrname refer to Buffalo, NY?

Dave
 
Posts: 1426 | Location: Tampa Bay at periscope depth. | Registered: Sun January 21 2007Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
Ah stupid noob me, didnt see that, found it a bit of a nightmare finding the mods and picking the right ones in the first place, think Im there now anyway.

Ill have a read.

No the names a nickname my friends Dad called me when I visited him in Australia, based on the fact he laughed at my fuzzy head of hair one morning. Smile
 
Posts: 22 | Registered: Thu April 14 2005Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
This is off topic for this thread, but I need some help. I had the Masterhawk405 name, some how when i changed something in my profile, my masterhawk405 name was locked, so me had to make this name up. Can you make me a siggie with the same pic but with Masterhawk504 name?
 
Posts: 5 | Registered: Sat June 14 2008Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
I've got a question about the chart indications. On the japanese ships you see 3 circles. One is a large complete circle, one is a partial circle (I take it that this is the distroyers sonar) and then there is the smaller circle. What do these circles mean? And does the visual circle take into consideration the small size of a surfaced sub or are they for a pariscope, is that the attack scope or the large scope? Speaking of the large scope, what is the purpose of this scope since I seem to be able to do everything with the attack scope?
Thanks
 
Posts: 1 | Registered: Fri July 04 2008Reply With QuoteEdit or Delete MessageReport This Post
Silent Hunter Moderator
Picture of tambor198
Posted Hide Post
quote:
Originally posted by Masterhawk504:
This is off topic for this thread, but I need some help. I had the Masterhawk405 name, some how when i changed something in my profile, my masterhawk405 name was locked, so me had to make this name up. Can you make me a siggie with the same pic but with Masterhawk504 name?



Hi Masterhawk


I can make you up a new sig with no problem. But, let me see if I can get the powers that be to see if we can unlock your original one. Keep an eye on your PMs, and I'll get back to you. Thumbs Up


_____________________________________


"Head Deep and Keep'em Astern" LtCDR Samuel D Dealey
The Ships Of War (My Website), Custom Missions,
OV..Gato Class, OV..Balao Class, OV..US Subs,
Imperial Japanese Navy, Sub Insignia Sigs, Eternal Patrol
 
Posts: 3019 | Location: In Harm's Way...... | Registered: Mon August 07 2006Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
quote:
Originally posted by dgrayson:
quote:
Barnacle_Bill
Can you explain the reasoning here? My past experience generically (i.e. in general, not the SH series) is that installing a game anyplace besides the default often causes trouble later (e.g. patches won;t install right, etc...).


Primarily this is a Vista issue. Any program installed in Program Files is treated differently by Vista. Any .txt type file is by default read only and modifications to any of those files are ignored by Vista unless you know what you are doing. Fixes are therefore difficult to do. Mods some times do not "take".

SHIV patches will find the program no matter where you house it.


Didn't know that.. .new to Vista Frown last system I bought came preloaded... MS seems to merit even more with Vista and anti-trust suit. Anyhow, if I installed say on drive L: under Program Files, would this avoid the fact that Vista treats programs in "Program Files" differently?
 
Posts: 14 | Registered: Sun August 17 2008Reply With QuoteEdit or Delete MessageReport This Post
Picture of dgrayson
Posted Hide Post
quote:
Originally posted by Doenitz2008:

Didn't know that.. .new to Vista Frown last system I bought came preloaded... MS seems to merit even more with Vista and anti-trust suit. Anyhow, if I installed say on drive L: under Program Files, would this avoid the fact that Vista treats programs in "Program Files" differently?


There is an easier way. Create a Folder directly off your C drive and name it "Games" then install SHIV in that directory. It's Only the Programs Files folder that it treats differently. You could always just copy the entire SHIV Folder to the Games folder you created and be able to play two different versions without shifing MODs in and out.

Dave
 
Posts: 1426 | Location: Tampa Bay at periscope depth. | Registered: Sun January 21 2007Reply With QuoteEdit or Delete MessageReport This Post
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