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Ironically this one seems to be even more unreal compared to barotrauma's vanilla sonar - in terms of Barotrauma of course. The thing is - here, we have active sonar that do scan at 100. meters. At maximum (and it can be less, as far as i know - when you zoom in, sound wave range from ping is also decreasing, i even dont discuss here ability to do direct pulses). I done quick searches and, as i see, real sonar ping ranges can vary in tens on even hundreds of kilometres, and i suppose this most likely is why it is so loud. So, logically, i personally dont see any purpose to do SO loud pings to do so small scans
BUT my logic can be somewhat wrong here - if yes, i will be glad to see why - this all is just curiosity, i dont want to be any offensive here)
Also another interesting thoughts of comparsion to real world sonars - also as i see from my quick research, submarines seems to mostly rely on passive sonar, and here, in barotrauma, for some reason we have absurdly poor passive sonar :D which seems to barely able to detect roaring crawler from ~50 meters. and this while events take place in somewhat far future.. um yeah :D
If not to be boring - nice mod, really good work done here
I personally would be glad to see lite version with just some nice and not-so-loud sound outside and completely without any screen effects and afflictions, basicly in other worlds variant corrected to my first bunch of words (through, if original idea is just place real-world sonar on barotrauma sub as-is, it will certainly lose it completely :D), i, personally, really like art and sound design of sonar here - but i dont want those screamers (i tried current lite version - basicly for me it is just same screamer-mod just without damage :D) and from lite version comments i already see some people seems to have similar point
I find the comparison to the in-game 100-meter sonar range nonsensical. The in-game sonar is set at 100m for balance/gameplay reasons and, as you pointed out, isn't very realistic to begin with. So trying to develop anything related to realism based on that system would be foolish (and probably turn out quite boring).
As the name might suggest, Real Sonar is based on real-life sonar and is not intended to be real relative to the unrealistic 100m sonar in-game.
Regarding what you and others have said about the lite version getting new sounds, we hear you, and we want to deliver. But unless my sound engineer is on crack one day, it will have to wait until we finish developing the additional sounds for the main version.
Thanks again for your feedback, and I hope you enjoy the mod :)
The sonar pulse in the ballast is killing...
This is right?
Now I'll tell why I think so.
As we all know, sonar reaches its deafening volume only in a watery environment, which makes any breach on board deadly. There's no question about the realism, but how do you play with that? I refuse to believe that the author of the mod has never played with this mod. But how else to understand what came out in a final result? For example, many submarines have a gun section on top (at least from my experience). And there were often situations where a person in the gun section who was using a periscope might not see that part of the boat was breached and the flow of water caught him by surprise. Then his escape plan would be an underwater suit, but now with this mod such a situation means instant death. I can give hundreds more examples when any breach becomes the death of any crew member.
Then the counterargument might be a new special suit or a remote sonar control. But that's not right and here's why: the suit will be relevant until military suits and better suit variants become available and that's a matter of three or four rounds. Then the remote control, yes, it comes in handy when you get washed away by water from the helm or when for some unknown reason the sonar stayed on when the crew is out of the sub (???? how are they even still alive?). However, the damage from the sonar is so severe that the remote control won't help if you're in the water for even a second.
In the end we have the suit, which loses its relevance after a couple of rounds and the remote control, which can help in rare cases, because if you were washed out of the water, then it means that the hole is big and the flood will happen very quickly.
i personally not tested much, made only one round with it - but during it we had literally no single case of damage by sonar, despite round was with Barotraumatic at max difficulty so breaches was very often
The Anechoic Suit maintains high value throughout the campaign as a tool used inside the submarine to enable new playstyles. It allows the sonar to be used offensively to fight enemies, even while the sub is sinking and full of water. It also allows the captain and crew to make decisions more liberally without worrying about being hit by the sonar; and its lightweight nature makes it a great choice for underwater repairs.
The Nav Remote is an exceptionally powerful tool when used creatively. It allows the captain to control the sub from a safer or more opportunistic position. It can also serve as a remote defense activation if the sub is attacked and the crew is not on board. It counters griefing and allows access back into the sub no matter what. It means the captain can bring the sub over to pick himself and others up, and he can even dock the submarine and complete the level while doing other things. You said it wouldn't be able to save you because you die in a second, but sonar actually takes a minimum of 16 seconds seconds to fully kill you at the closest range, which is plenty of time for you or someone else to turn it off.
I appreciate you sharing your thoughts and I hope this helps you see some new possibilities.