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Old 08-10-14, 04:00 PM   #1
Blacksmith
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Default Hydrophone Questions.

Hi all,

I would like to first say that my skill level at this game is probably a 1 out of 10. I usually have no idea what I'm doing, but have decided to try out a campaign using Sober's Mega Mod.

On the way to the harbor in Poland, I run across smoke on the horizon at bearing 020. I dive down to periscope depth, go to full stop, and try to listen with the Hydrophone. I do a 360 degree scan and hear a loud noise at bearing 150. I check with the periscope, and see nothing. Can anyone tell me what that was that I heard?

Video: https://vimeo.com/103075749

Also, my hydrophone man appears to be deaf. He will not follow any contact, nor will he give me a range to contact with the sonar. Is this how it's supposed to be with Sober's Mega Mod?

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Old 08-10-14, 06:06 PM   #2
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Hi Blacksmith

The hydrophone will have a much bigger range than what you can see through any optical device.

It is not unusual for you to take over the sonar and hear things but does not get reported by the sonarman when you ask him for the nearest contact.

This is not Sober's fault.

Someone might chip in with a better explanation.

As you say your understanding is not good you might find this link a help.

Step By Step Tutorials & How To Do It

Also Included Are Some Useful Download Links

http://www.subsim.com/radioroom/showthread.php?t=211804

Peter
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Old 08-10-14, 06:32 PM   #3
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Quote:
Originally Posted by THEBERBSTER View Post

This is not Sober's fault.
I was not trying to say that at all, I just was letting people know what mods I was using. The hydrophone man not following contacts has been a problem since I re-installed the game and modded it. He won't follow contacts that are at close range. He will always say "No sound contact." I may need to re-install the game or re-install the mods. I'm assuming something was installed wrong.

There was also a contact in the video at bearing 020 that you can barely see, and you can barely hear as well. The sound at bearing 150 was way louder, and actually made me think something was really close to me.

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Old 08-10-14, 06:38 PM   #4
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Hi Blacksmith

Apologies I did not mean it to sound the way you took it.

I would suggest you post your mod list.

I do not think it is a game installation problem?

In “JSGME”

Go to “Tasks”

Go to “Export activated mod lists to”

Click on “Clipboard”

Paste to your Post.

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Old 08-10-14, 06:42 PM   #5
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Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

sobers game loading tips V8 SH5
NDB,NDH OM#1 - No Dialog Indicator
sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 2. Main Mod Low Resolution Patch
sobers best ever fog V31 SH5
sobers base sky mechanics V1
sobers waves mod V30 SH5
Water reflections intensity varied by available sunlight by TheDarkWraith
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers more trees SH5
sobers storm Clouds v2 SH5
SH5_7A_Conning_Fix
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
MightyFine Crew Mod 1.2.1 Stock faces
MCCD_1.04_MFCM_1.2.1_compatible
Reworked Morale and Abilities v.1.1
Speech fixes and additions (english version)
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FXU_0_0_22_Ship zon Files
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_Real_Navigation
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
Large Optics for TDW UI
Large Optics for NewUIs_TDC_7_5_0_Test 17 Patch
Large Optics for TDW UI 16 by 9
IRAI_0_0_41_ByTheDarkWraith
sobers TDWUserOptions for mega mod +Menu SH5 V11
Sjizzle's - Charts for NewUIs part1_07.06.2013
Sjizzle's - Charts for NewUIs part 2_07.06.2013
Sjizzle's - Charts for NewUIs part 4_20.07.2013
Sjizzle's - MarineQuadrat Charts for NewUIs v. 0.00.2
Equip_Upgrade_Dates_Chart
R.E.M_by_Xrundel_TheBeast_1.2
sobers green crew training V4 SH5
Church's Compass Dials Mod v2.2 - Option Two
OPEN HORIZONS II v2.5
sobers OH2.5 Kiel Lite mod V4 SH5
OH II v2.5 Flag_Wind_Patch
OH II v2.5 Grid Request fix Patch SH5
sobers shipwreck mod V8 SH5
R.S.D. - Reworked Submarine Damage v5.7 by vdr1981_Main mod
R.S.D. v5.7 - Indestructible UZO patch
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
MQK Gradient_IO
MQK LocationMaps_IO
MQK ShapeTextures_NO
sobers Lights Cfg V10 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
Patrolsearch autoscriptsV04
MadMaxs_SH5_Subdiesel (mono) v2
sobers hud sounds V1 SH5
sobers no footstep sound mod SH5 V2
sobers Realistic contrast V14 SH5
sobers realistic underwater FX8 SH5
sobers Blackout lights V2 SH5
sobers NO ship bow wave mod SH5
Shadow Improvement ModLR
sobers less resources shadows SH5
Moon_light_mod V6 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
Warfox deck crew always whispering SH5 German Version
WHF-FUC_We Have Flooding-Flooding Under Control_Fix
Shallow Waters Voice Be Gone
gap - HD 1 deg Scope Bearing v 1.0
sobers No bullet trasers SH5
AMMO_v1.0_SH5_by_Raven_2012
sobers CrewAI mod SH5
sobers reduced file sizes SH5 V2
sobers dead is dead V3 NewUIs_TDC_7_5_0 SH5
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Old 08-10-14, 09:45 PM   #6
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Old 08-11-14, 01:53 PM   #7
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Welcome Aboard Blacksmith
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Old 08-11-14, 03:20 PM   #8
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Sensor range and at what point your crew picks them up and how you can manually pick them has always been in issue in Silent Hunter.

I normally use the sonar myself when I feel I might be near something. The periscope or crew will never hear or see as well as using the instruments manually.

My question is that if you picked up smoke at 020 and your sonar had a signal at 150 it is my estimation that you had two separate targets.
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Old 08-11-14, 07:23 PM   #9
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Hi Blacksmith

I cannot see anything wrong with your mod list order afaik.

As far as I can see you have the key mods in the correct order.

Now you have posted them someone might spot something.

It is interesting that if you look at Sober's mod list he does not use half the mods that you are using.

I assume that the your mod list is Sobers Mega Mod.

If it is this is the first time I have seen it?

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Old 08-11-14, 09:39 PM   #10
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Thanks for all the help guys.

I'm using Sober's Mega Mod from this thread: http://www.subsim.com/radioroom/showthread.php?t=192374

I went ahead and did a full re-install, and the sonar guy got his hearing back. I had actually been using an old SH5 patcher that was installed with JSGME, and accidentally uninstalled it while adding the other Mods. I have since been able to download the latest patcher, which happens to be a corrupt zip file. But I figured out how to get the files needed out of it. So I re-installed, updated to 1.2, ran the patcher, then installed the mods using Sobers mep file. I started the new campaign per the instructions, and played for about 3 hours til I got a CTD. Hopefully that was just a fluke.
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Old 08-12-14, 06:37 AM   #11
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Hi Blacksmith

Now that you have patched it is not a bad idea to make a save to your Snapshot folder for any future use.

Peter
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