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Old 01-16-18, 08:56 AM   #1
Red Devil
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Default Cargo Vessels Taking Avoiding Action

Something I have noticed that should not be happening - sub submerged, no scope up, and at 1/3. Two cargo vessels 2000+ yards away start taking avoiding action???? But I am at 70 feet and no way can they see/hear me because, as far as I know, no cargo ships had asdic fitted.
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Old 01-16-18, 10:10 AM   #2
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Ahhh, but some did, and they also fitted some with depth charges... Are you sure there's no airplane in the area either? Are you using any mods?
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Old 01-16-18, 06:22 PM   #3
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Quote:
Originally Posted by propbeanie View Post
Ahhh, but some did, and they also fitted some with depth charges... Are you sure there's no airplane in the area either? Are you using any mods?
Just to add what pb has already mentioned some merchants during the war also carried sonar equipment.
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Old 01-16-18, 11:38 PM   #4
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In game, I don't know any merchants equipped with sonar, unless a mod of a Q ship such as in TMO. I've never seen such behavior unless I was spotted by a plane. Is it possible they just had a course change or was it the zigging pattern...
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Old 01-17-18, 06:28 AM   #5
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No. I spotted them on radar, went down and waited. As they came over the horizon and into range, watched them through scope. Straight line, no course changes, then at approx 2000 yds lead ship began zig zag and second vessel reversed course.

This has happened on numerous occasions. After several minutes, second vessel began to turn back onto course, then again within 2000 turned and sailed away from me at about 90 degrees. As I said, not the first time either.

I was also at 300+ depth on a few occasions, at 1/3, waiting for a convoy to cross my bows, lead destroyer had passed, when a destroyer, quite a distance away, began using searchlight, and convoy turned. No way Jose!!

Prob not gliches, but programmed into game, which is wrong. Image is what I am running on
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Old 01-17-18, 07:36 AM   #6
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You should first try backing-off Webster's Ship Maneuvering Fix. The mod was built basically for Stock ships, and TMO has a few more ships, and the other ships have been changed. Since the Maneuvering Fix is applied to the ships themselves, you're actually overwriting part of the TMO changes.

Another thing to remember is TMO itself is a difficulty mod, and as such, the enemy AI is bumped up, such that they "hear" better and can see periscopes from further out & more quickly. Things like the effect of thermal layers have also been lowered. Ahead one third is too loud in a lot of situations, especially on approach when passing near / under the lead DD. You could use the alternate speed dial, with the "knots" and set your boat on like 1-2 knots, while under silent running, and minimize your "sonar footprint", being about 40-45 foot below the thermal layer. Even still, they might hear you. You leave the shears above the layer, or go too deep under the thermal layer, and you will be heard in TMO. If you get really curious about individual ships' sonic abilities, you can look in each of the ships' folders in the Data / Sea folder, under the ship's name dot SNS file, and see if they have a "Sensor X" section with either an "H0x" (hydrophone) or an "N0x" (Sonar) in their list. The 'X' and 'x' stand for a number, such as '1'. It is a text file. Of course, sometimes finding a particular ship in the folder structure can be a bother...
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