sgoss66
Well-known member
Don --
Glad to try and help.
One thing -- try and specifically pay attention to when you get a target that sounds good at 0 degrees, crappy low tone or even a null at 90 degrees, good again at 180 degrees, and then nulls or sounds awful/low tone at 270 degrees. Keep track of those. For me, those are, 100% of the time, nails. I can imagine a nail laying horizonatal to the ground; sweeping across the nail one way (say, east to west) -- which would happen on both the 0 degree and the 180 degree sectors -- might give a good tone. Then, sweeping across that nail the other way (say, north to south) -- which would happen on both the 90 degree and 270 degree sectors -- might give a null. Do you see what I mean? I haven't yet taken the time to figure out for sure which way, sweeping across the nail, is the one that "sounds good," but I am THINKING that the two sectors (say, the 90 and the 270) that give the null, are when you sweep the nail across the SHORT AXIS of the nail (perpendicular to the nail's length), and then that the "good-sounding" direction is when you sweep it length-wise (say, 0 and 180). I'm not sure on that, though...I could have that part backwards. Bottom line though is that when you hit that nail from the four compass points, TWO of the compass points will be sweeping the nail along one of its axes, and the OTHER two compass points will be sweeping the nail along its OTHER axis -- and these two axes both report and ID very differently on the Explorers.
THAT is why I said, in my reply above, that if you can get a high tone at random times when rotating around the target, but you CAN'T put any rhyme or reason into which sectors will give you a chirp and which ones won't, THEN you might want to dig. Because, if there IS a "rhyme or reason" to where you can get good tones -- if you have definite sectors that null, but your good tones are coming from the sectors perpendicular to the "nulling" sectors, then it's likely a nail.
Hope that helps...
Steve
Glad to try and help.
One thing -- try and specifically pay attention to when you get a target that sounds good at 0 degrees, crappy low tone or even a null at 90 degrees, good again at 180 degrees, and then nulls or sounds awful/low tone at 270 degrees. Keep track of those. For me, those are, 100% of the time, nails. I can imagine a nail laying horizonatal to the ground; sweeping across the nail one way (say, east to west) -- which would happen on both the 0 degree and the 180 degree sectors -- might give a good tone. Then, sweeping across that nail the other way (say, north to south) -- which would happen on both the 90 degree and 270 degree sectors -- might give a null. Do you see what I mean? I haven't yet taken the time to figure out for sure which way, sweeping across the nail, is the one that "sounds good," but I am THINKING that the two sectors (say, the 90 and the 270) that give the null, are when you sweep the nail across the SHORT AXIS of the nail (perpendicular to the nail's length), and then that the "good-sounding" direction is when you sweep it length-wise (say, 0 and 180). I'm not sure on that, though...I could have that part backwards. Bottom line though is that when you hit that nail from the four compass points, TWO of the compass points will be sweeping the nail along one of its axes, and the OTHER two compass points will be sweeping the nail along its OTHER axis -- and these two axes both report and ID very differently on the Explorers.
THAT is why I said, in my reply above, that if you can get a high tone at random times when rotating around the target, but you CAN'T put any rhyme or reason into which sectors will give you a chirp and which ones won't, THEN you might want to dig. Because, if there IS a "rhyme or reason" to where you can get good tones -- if you have definite sectors that null, but your good tones are coming from the sectors perpendicular to the "nulling" sectors, then it's likely a nail.
Hope that helps...
Steve