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This isn't silent.
If you take this into a Sub Editor, enable debugai, freecam and aitargets commands, in this order (remember to activate the Passive Sonar from this mod you brought it, wire it together, etc).
What happens it pulses a max sound level like an engine, and then reduces down to 0 again.
But it is "incosistent" and "often" to the point where I know it will drag every monsters too you if they were close to you.
So no, this isn't silent.
But it is creative to use "sound" to reflect the surrounding aspects in passive sonar for the captain.
But at that point, it is better to use Active Sonar if you want to know everything at all times.
Ivan I was able to figure out the issue. your false output on the AND component needs to be left blank. it cant be zero or it just starts going out of whack. it may be when you bring it into assembly the blank false input is being changed to a zero
Ye no worries.
Basically, your condition for assembly to start is for the transducer to receive continuous signal, so that AND component can "catch" signal from other components of the assembly.
In some conditions transducer will not send any signal, so even though you power it, AND will not give any output, so the assembly will not work.
Now, I don't know why transducer sometimes is not sending any signals, but that happened with my sub and led to confusing results.
Anyway, I created a bit more complex assembly and fixed it for my set up. Still, the idea to use noise generating devices to "extend" the range of passive sonar is genius within itself.