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zie
03-11-14, 08:51 AM
Hi everyone!

I’m new to sh4, but it’s a great game. I have TMO 2.5 and OTC 1.5 mods installed. I started a career and on my first patrol I attacked a convoy. It was dark and sea was quite heavy. I was close to the convoy and undetected, so I fired torps, waited for impact, then dived deep, rigged for silent running and started to move away from my attack point. Two DDs soon arrived and started to circle around the attack point and although I still was not very far away from the DDs, they weren’t able to find me. I even didn’t hear the pinging. It felt too easy, I was even above thermal layer. Did I mess up my mods installation or heavy seas really help to avoid detection so well? TMO supposed to be hard.
I played with all realism settings except the external view:).

Lokisaga
03-11-14, 03:30 PM
Both of those mods are fairly idiot-proof, so I doubt you messed up the installation. If you followed the instructions, and JGSME says the mod is installed then it's installed. Heavy seas do make you a lot harder to detect, and in the early war period the IJN was very poorly trained in ASW operations. Even with TMO 2.5 installed I've never found IJN escorts to be as skilled as the Brits and Americans in SHIII. In the early war period, your biggest enemy will be your own horribly faulty Mark 14 torpedoes.

Armistead
03-13-14, 07:48 AM
Heavy seas is probably the greatest factor as far as protecting you from the enemy AI. As stated, early war the enemy uses an easier AI for most values, sonar, crew ratings, etc...they both improve. After you play for awhile you may want to tweak the AI a tad harder which is very easy to do.

CapnScurvy
03-13-14, 08:28 AM
If you want harder game play when using Optical Targeting Correction, find the additional JSGME compatible mod called "Tokko's Revenge" (its in the OTC download). Load it after the main OTC mod.

Tokko's Revenge gives the AI greater detection capabilities, in both planes and warships. When your detected, they will be much more persistent in their pursuit, along with an increased hit point value if you allow them to find you.

You'll be wishing to have the hit and run tactic you just mentioned and getting away with it. Getting caught while using Tokko's Revenge will be no cake walk!

Armistead
03-13-14, 01:07 PM
haha, Tokyo's Revenge isn't revenge, it's murder....

merc4ulfate
03-13-14, 04:43 PM
At night, dark and heavy seas? Stay on the surface ... if they do not have radar it is harder for them to find you on the surface ... under water they can use sonar.

An attack like that for me would be to fire and then steer a course for the last ship at flank speed and hope I can put enough rounds from the deck gun in it to sink it before the escorts even know what is happening. Rough seas makes it hard to use the deck gun but I'd try to get that ship if possible.

If there is a hit with the fish they will steer to that and the last ship will be on the bottom before they steer towards it. I'll be out the rear of the convoy and circling back around as we reload for another volley.


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Aktungbby
03-13-14, 05:59 PM
ZIE!:Kaleun_Salute:

zie
03-14-14, 05:04 AM
Thanks for your feedback!
Last night I attacked 3 ship convoy (sunk 18000 ton liner:rock:) at calm seas and was depth charged for more than one hour real time, but still no damage to the sub. My depth was about 300ft. I guess later in the war the depth charges will go deeper (now its March 1943). "Tokko's Revenge" should be activated when I return to base, right?

Admiral8Q
03-14-14, 09:10 PM
Ahoy Zie :hmmm:

HertogJan
03-15-14, 12:07 PM
Thanks for your feedback!
Last night I attacked 3 ship convoy (sunk 18000 ton liner:rock:) at calm seas and was depth charged for more than one hour real time, but still no damage to the sub. My depth was about 300ft. I guess later in the war the depth charges will go deeper (now its March 1943). "Tokko's Revenge" should be activated when I return to base, right?


It's always prudent to activate Mod's in port... 99% of all Mods can only be activated in port.