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Thread: Acoustic Room | Forums

  1. #1
    The acoustic room in SH2 was very basic. You can only hear:
    - merchant ship (tum tum tum)
    - military ship (brrrrrrrrr)
    - your diesel engine
    - your electric engine
    - torpedoes (? : i'm not sure anymore)
    When you play to other subsim (like "sub command"), there is a lot of others thinks you can hear:
    - bio (shrimps, fish, whales...)
    - cavitation
    - waves, when in shallow waters
    - waves, when near the coast
    - helicopters
    - differents sounds according to the class of the ship
    - ....
    I think a rich acoustic environnement is a MUST for sub simulators, because the ears are the eyes of the sub ... (hmm).

    Also, you shoud identify the sound yourself, and the program should keep your identification (even if it is wrong). (like in others subsims).
    I gess to identifiy the nationality, the flags
    of the ships should be large, and well seen in the periscope.
    (How do they made at this time ?)
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  2. #2
    The acoustic room in SH2 was very basic. You can only hear:
    - merchant ship (tum tum tum)
    - military ship (brrrrrrrrr)
    - your diesel engine
    - your electric engine
    - torpedoes (? : i'm not sure anymore)
    When you play to other subsim (like "sub command"), there is a lot of others thinks you can hear:
    - bio (shrimps, fish, whales...)
    - cavitation
    - waves, when in shallow waters
    - waves, when near the coast
    - helicopters
    - differents sounds according to the class of the ship
    - ....
    I think a rich acoustic environnement is a MUST for sub simulators, because the ears are the eyes of the sub ... (hmm).

    Also, you shoud identify the sound yourself, and the program should keep your identification (even if it is wrong). (like in others subsims).
    I gess to identifiy the nationality, the flags
    of the ships should be large, and well seen in the periscope.
    (How do they made at this time ?)
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  3. #3
    You are comparing the sonar of a modern day nukey boat with a WW2 era submarine. The sonar on a U-boat was very primative and basic. I doubt that a sonarman of the time could identify some of those sounds. I was a diesal boat submariner in real life, and the sonar we had was an improvement over a U-boats, but was still pretty basic compared to todays standards. Although I was not a sonarman by trade, I had to spend time listening to tapes while alongside, and sitting on the sets at sea in order to qualify and get my dolphins. It takes quite some time to become that proficient to be able to identify anomalies in the ocean, and to be able to identify the class of other ships and submarines. A Sonarman by trade on my boat with at least 5 years experience could tell you the specifics of ships, whereas with my limited experience, I could only tell whether it was a warship, a civilian ship, or a whale. I'm sure that a u-boat soundman was limited to this as well. They weren't in their job long enough to gain any ammount of experience. Post war Sonarmen spend all their time alonside listing to sound recordings to hone their skills.
    As far as identifying the sound yourself in the sim, this is pretty unrealistic, because the captain of a U-boat very rarely if ever did this. He had even less experience then the soundman in identifying ships by sound. He relied on his soundman to give him the info.
    As far as what you could hear in SHII, it was fairly close to reality, but the tone of what you heard (pitch and sound distance) really neads some work for SHIII. You should be able to pinpoint where a ship is based on sound. Fading and increasing intensity etc...
    Former O-Boat diesal Submariner
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  4. #4
    Completelly agree with Access_Granted.....

    He is not requesting any fantastic thing........

    We must not to be an experience operator or a sound propagation cientist to make diferenciation between the high speed prop sound of a war ship run fast and a low speed turn prop of a merchant.........

    Or between a high speed proppeller turn sound of a war ship and the ultrahigh speed sound of a torp........

    For to hear the diference between your diesel motor and your electrical motor, you do not need the sonar, they are inside the sub......

    Cavitation is very noisilly due they are just implosions, they are strong and in some cases can destroy the propeler........ your own cavitation sure will be audible through the hull...... with no need of a sonar........

    I do not know about bio sounds with those sonar systems, I do not know its sensivity, but is bio sound was on audible frecuency range and near may be posible they can by heared by those old sonars..... I read shrimps banks are very noisily.........

    Will be great to have those sounds as backgrond sounds....... and very diferent sound for each type of fact.........

    About waves, I think so they will be audible only as a constant background noise........ based on my experience as diver......

    Access_granted is not requesting any crazy thing................

    Will be great to have lot of diferent sounds in the sonar and through the hull, like as braking ships, flooding ships, underwater explosions, bio if they are so near, war ship, merchants, torps............. not with a nuke sim capability but with more variety..........

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  5. #5
    what i personaly realy didnt liked on shII was that you almost didnt need to visit the acoustic room at all...

    all acoustic contacts could be seen on the map... i would prefer to do this manuell from the acoustic room.... maybe it should be there as an option but it would be more realistic and greater fun to do this manuell..

    Just my opinion..

    how do you guys think about that??

    Greetings!
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  6. #6
    The map should be like in Aces here. But with real update times. The sonar man should turn the stuff at a certain rate, and when he's some contacts, they delay the 360â? turn furthermore, because he has to give you the information on what he hears. These should be displayed in form of lines out of the U-Boat in the center, just like in Aces, but just the last information you got, no realtime update like it was in Aces. Warships red, merchants grey or something like that. Now I should be able to select a certain pattern where he listens, for example 340â? - 40â?. Just draw a segment on the map. That will increase the actualisation rate, but decrease the search area. Some kind of concentrating on a certain part of your sourrounding. A right click on the map would return to 360â? then. Furthermore I'd like him to filter those merchants and just listen to warships, also for having updates quicker. And at last I want to select a single contact (click the line) or multiple contacts (CTRL + click the lines) to concentrate on them. That would be useful when only 1 of 4 escort vessels is hunting you - then you've got almose real time update on his position. That would be a quite intuitive control with just the mouse on a tactical map, with realism in it. Listening yourself should not be the Full Real option, but it should be possible like manning the deck gun yourself.
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  7. #7
    I agree with willey on this one........Im thinking that trying to run the sub from the acoustic station alone would be wrong. Use udates(fed from the the acoustic station) on the map to get the big piture that the captain needs to manuever the boat. Of course there could be an option to turn this off as well.......what do you guys think???
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  8. #8
    I never thought about such an sollution.. nice one! Hope that something like this will be implemented.. ;-)

    second is the "Nibelungengeraet" of trhe XXI... ;-)
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  9. #9
    Yeah, you mean the rangefinder sonar thing, right? With that one you'll have range and bearing. Take it 3 times and you should be able to get speed and course of the target - maybe even the AI crewmates can do that (=the sound man). And then, they'll have a nice surprise up there . That's what I missed in SH2. It's totally absent there. Aces has this system, but it can't get speed and course data which will let the eels lauch just where the contact was the last time you pinged it.
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  10. #10
    yep, sometimes its a fine line between what is "realistic", and what is able to be conveyed in the interface.

    i think you have to have the updates on the map.

    the Battlefront series Combat Mission (Beyond Overlord, Barbarossa to Berlin, and Afrika Korps) have an excellent unit spotting and indentification system. you first report might be "something moving in those trees", but it might take you many minutes, and more dedicated recon to identifying the type and actual size of unit. hopefully, SH3 will copy this system.

    Combat Missions is kind of like SH3 in that is a "Command and Control Exercise", as much as anything.
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    "Nietzsche is boring and stupid." - Leo Tolstoy
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