Someone on Klango let me know about that Error 52 also. I will fix that in the morning along with an automation error that is affecting a few people. My guess is that staindaddict is getting the automation error if the game isn't even starting up. The debuglog.txt file will list the error on the last line.
I'm thinking the zombies are a little too hard to hit currently. Basically I don't have it set up to give you any help whatsoever with aiming, because I figured I could always make it easier if need be. I'll give the zombies a larger bounding profile so they become larger targets.
When you're using the short range radar modes, I believe it is focusing at a distance of about 4 arm lengths away. This means that if there is a wall in front of you that is 5 arm lengths away, the radar will still show open area. For most navigation the short range radar works fine, but to estimate the size of a large room you would still be forced to follow along the walls in order to map out the dimensions. There aren't any large rooms in the game, just 2 pretty small shacks, but I may end up adding stuff to the game. When using the long range radar you don't get 5 beeps like a cane moving back and forth. Instead you get a single beep that travels much farther than 4 arm lengths away. Based on the volume of the beeping you can determine if there is a wall in that direction which is too far to be detected using the short range radar. If the long range radar doesn't spot a wall within its maximum range, it will produce the normal been associated with open space. If you stood in a large room and spun around with the long range radar, you can usually tell the shape and approximate size of the room. I've even been able to spot doorways with it, and since I suck at audiogames, it shows that a little practice with the radars really helps.
KeyIsFull, for the short range forward radar you would press W. Imagine you're holding a cane that is 4 arm lengths long. You tap 5 times out in front of you moving from left to right, so the 3rd tap is exactly in front of you. If the cane hit open ground it makes a certain sound, and if the cane hit a wall instead it makes a different sound. The radar continues to repeat itself as you walk around and even if you use the aiming feature to adjust your angle more accurately.
I went with 45 degree turns because that is what I saw audio quake using. That is a pretty large direction change, so I'd be happy to change it if someone has a different number that would work out better.