Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
To estimate speed you got to count the pulses:
Listen to the pattern and you hear a "ROCK... tock... tock... tock..."
Thats a 4 blade propeller, common on traders.
You count the rocks for 10 seconds and multiply by the number of blades...
After that you divide it by 4,1 and you get the speed in knots.
Distance is trickier. If you can hear them on the high filter it means you are less then 15 km away.
Edit: For the angle ... the outer ring on the hydrophone gives you the indication in grad.
The others are not important. If you cant read it use the free cam (N) or try bigger textures. I use the 2nd lowest texture setting and it's already readable.
Lime Kiln hydrophone live stream
https://pro.stream101.com/player2/?ip=2&port=8047&username=smrucons
But I believe a 3-bladed prop at 100 rpm will sound exactly the same as a 4 blade prop at 75 rpm. And even if you knew the count of blades and could therefore deduce rpm, the resultant speed of a ship would be a function of it´s draft and also the sea state.
So I believe that a "realistic" assessment of a ships noise will probably be limited to a rough bearing, even rougher range and maybe an estimate of speed.
I was prompted to create this topic by some unnaturalistic sounds in the hydrophone in UBOAT. In addition to the fact that I hear everything with a barrel effect, often during a pursuit I can hear several overlapping escort props and they are damn same, and have a characteristic phaser effect in many cases. This means that the same sound wave operates on all of them, with almost no difference in RPM and frequency. Although Flower and Tribal not may sound the same in my opinion.
Watch this Beautiful old Lady.... thats the sound of love....
https://youtu.be/8HFStCaVEBo
I's so cute when she wiggles her bum
As for phased sounds, that's not out of the ordinary. We hear phased sound waves all the time, we just tend to ignore them. It's possible that the game overdoes the phase effect because of the limitations of the audio engine, but it's not wholly improbable that those sounds would be realistic.
And as for modern hydrophones, you'd need some Navy expertise, there, ask Jonesy. All I can say is that for Christmas one year I bought for my wife the Littmann Cardiology IV stethoscope. It has a computer-designed sound bell, and uses algorithms to enhance audio. Listening with her old stethoscope from pre-millennium and the LCIV, it's the difference between the kid next door banging Baby Shark on a garbage can versus the Vienna Philharmonic playing Carmina Burana. If the Navy has comparable technology, then we should all be speaking in whispers if we don't want to be overheard, even in Saskatchewan.
Now getting this working in the game would not be easy but also it would not be impossible. My implementation of the GHG (shameless plug: https://github.com/mygamingaccount/ghg-hydrophone-demo) can output a Unity DSP module. It eats CPU time like kids eat candy at Halloween, but I was able to ramp up the effect to 80 sound sources. And that was while it was running in the browser. So ahem, for your consideration
https://steamuserimages-a.akamaihd.net/ugc/2039600735586876479/30E528D0FBB1546EAAF86598FAC0A383FC0793A7/
Because if this is not so, then it is generally not clear how they can be distinguished. But they distinguished quite successfully, although inaccurately.