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Kumando
02-21-07, 06:07 AM
Is this modeled in GWX or not? I red in the latest GWX manual that it is in fact modeled but i saw other threads about people claiming that it isnt.:-?

Dowly
02-21-07, 06:46 AM
I dont get what you mean. :hmm:

That the sound is muffled automatically by the water/uboatīs hull? It sounds the louder, the closer it is to the boat?

Explain for the crazy ostridge or I shall throw an egg at you! :stare:

Kumando
02-21-07, 07:03 AM
What i mean is in reality when a DC exploded in the water the sub could run in flank speed for a few seconds without being heard by the destroyer because of the sound of the explosions and the turbulence generated by it, i red in the GWX manual that this is modeled but some people said that it isnt.

ref
02-21-07, 07:14 AM
What i mean is in reality when a DC exploded in the water the sub could run in flank speed for a few seconds without being heard by the destroyer because of the sound of the explosions and the turbulence generated by it, i red in the GWX manual that this is modeled but some people said that it isnt.

No, not in the current release, I'm working on that at the moment, with good results, but it takes a lot of empirical testing to input the proper figures, we don't want to make it too easy.

Ref

GT182
02-21-07, 07:31 AM
Ref, I haven't run a patrol yet with GWX Patch 1.02 but before it it seemed to work just fine. Just before DCs go boom I go to Flank and just before I figure the last one is to explode, I slow to 1 kt. Works great and that's how I slip away.

Kumando
02-21-07, 07:33 AM
Ok thanks Ref, hope you will make it happen soon, good luck:up:

Mooncatt
02-21-07, 07:33 AM
seconded GT182 i also use this tactic for me it seems to work.

Corsair
02-21-07, 07:41 AM
It works on lone DDs because when the first DCs go boom, he has not started to turn around so you usually are in his baffles. So that's why he doesn't hear you. In fact you can start to accelerate as soon as he starts going high speed for its run.
But if there are two or more of these guys and one of them sits there and listens, I found out he can pick you up through the DC explosions.
I also avoid going flank speed as it's like broadcasting your position to any boat kms around... If on hydrophone you can pick up a merchant screw 20 kms away by nice weather, the guys from the other side can do the same...
It takes some 30 secs for DCs to go down in the 150 meters depth, so you have plenty of time to get out without needing flank speed.

Kumando
02-21-07, 07:47 AM
It works on lone DDs because when the first DCs go boom, he has not started to turn around so you usually are in his baffles. So that's why he doesn't hear you. In fact you can start to accelerate as soon as he starts going high speed for its run.
But if there are two or more of these guys and one of them sits there and listens, I found out he can pick you up through the DC explosions.
I also avoid going flank speed as it's like broadcasting your position to any boat kms around... If on hydrophone you can pick up a merchant screw 20 kms away by nice weather, the guys from the other side can do the same...
It takes some 30 secs for DCs to go down in the 150 meters depth, so you have plenty of time to get out without needing flank speed.

But the destroyers hidrophones are much more limited than the ones in submarines, they dont have the same range so its not so bad runing in flank, i do that all the time when im chasing targets submerged.

Brag
02-21-07, 08:23 AM
In my limited experience I found that more than 2-3 knots are needed to get away from a DC drop. Maybe I wait too long to accelerate. Once I think I've got the DDs slightly confused, I stay quiet and drift away. :-?

Lanzfeld
02-21-07, 08:33 AM
What i mean is in reality when a DC exploded in the water the sub could run in flank speed for a few seconds without being heard by the destroyer because of the sound of the explosions and the turbulence generated by it, i red in the GWX manual that this is modeled but some people said that it isnt.

No, not in the current release, I'm working on that at the moment, with good results, but it takes a lot of empirical testing to input the proper figures, we don't want to make it too easy.

Ref

Since you are working on this REF I am sure you know that in real life there was a 1 to 2 minute window of bad sonar conditions after a DC went boom.

ref
02-21-07, 08:47 AM
It works on lone DDs because when the first DCs go boom, he has not started to turn around so you usually are in his baffles. So that's why he doesn't hear you. In fact you can start to accelerate as soon as he starts going high speed for its run.
But if there are two or more of these guys and one of them sits there and listens, I found out he can pick you up through the DC explosions.

Correct for the first part. the DD dropping DC's can't hear,you even if you have a marching band on board, until he turns, the slow listening one is the one I'm trying to fool, in RL when a DC explodes produces a myriad of tiny bubbles, so small that they form an emulsion with the sea water, and because they densities are diferent the sound is refracted and reflected very much, preventing a listener on the other side of the phenomenom to hear anything, this effect could last for several minutes.

I also avoid going flank speed as it's like broadcasting your position to any boat kms around... If on hydrophone you can pick up a merchant screw 20 kms away by nice weather, the guys from the other side can do the same...
It takes some 30 secs for DCs to go down in the 150 meters depth, so you have plenty of time to get out without needing flank speed.

I've made a lot of tests (believe me, a LOT) latelly, travelling at 2 knots 90/100 meters deep if you go ahead flank when the first DCs are dropped you barely clear the explosions, with the hedgehogs it's even more difficult, you need to go flank when the DD starts accelerating, and even then sometimes you can get away from the explosions.

Ref

ref
02-21-07, 08:49 AM
[quote=ref]Since you are working on this REF I am sure you know that in real life there was a 1 to 2 minute window of bad sonar conditions after a DC went boom.
For what I've read more ni the range of 7/10 minutes, but the test's I'm running are in the order of two minutes, more than that and you can go away too ease.

Ref

AirborneCZ
02-21-07, 10:06 AM
Since you are working on this REF I am sure you know that in real life there was a 1 to 2 minute window of bad sonar conditions after a DC went boom.

For what I've read more ni the range of 7/10 minutes, but the test's I'm running are in the order of two minutes, more than that and you can go away too ease.

Ref

from what ive read in sub books, using hydrophone from DDs was impossible for several minutes, but dont know about active sonar....

GT182
02-21-07, 10:16 AM
Corsair, it works on 2 DDs as well. Tho maybe coming to a full stop and making sure you are Silent helps too. I've had 2 DDs run past me at under 50 meter away, 120 deep and at Full Stop with neither knowing I'm there. Too early for me to get Decoys and see what good they will do in GWX.

If you go to Flank Speed just after the DCs hit the water and turn away, you can get far enough away so you don't have damage. Keep count of the ones dropped and use that to estimate when to go back to 1kt. Just before the last one explodes you should be far enough away and can reduse your speed.

One thing you should never do is go to Emergency Reverse. This will cause cavatation and they'll pick you up faster that you can say "Oh crap". ;) I've tried that in a Single Mission and it doesn't work. Always keep your forward momentum is the best way out.

It'll be interesting to see how AI's sensors and all this evasion works out in SH4.

Corsair
02-21-07, 11:29 AM
I never said you have to stay at 2 knots...:D If you start accelerating as soon as you hear the DD going high speed for its run ( I always stay at the hydrophone station when chased) and at the same time turn inside its course (it comes most of the time from one side) with a little rudder angle that doesnt take your speed off (10°) and assuming you are anywhere between 120 and 150 m deep a standard 5 knots speed is enough. You travel around 3m/sec and considering the cans will take around 30 secs to go down there you will be 90 m off to one side by the time they go boom.
Of course if they catch you at a lesser depth, it's safe to use a little more speed.
Well I guess we all have our own tactics, important is that it allows you to get safe home...:D

Corsair
02-21-07, 11:38 AM
It works on lone DDs because when the first DCs go boom, he has not started to turn around so you usually are in his baffles. So that's why he doesn't hear you. In fact you can start to accelerate as soon as he starts going high speed for its run.
But if there are two or more of these guys and one of them sits there and listens, I found out he can pick you up through the DC explosions.
I also avoid going flank speed as it's like broadcasting your position to any boat kms around... If on hydrophone you can pick up a merchant screw 20 kms away by nice weather, the guys from the other side can do the same...
It takes some 30 secs for DCs to go down in the 150 meters depth, so you have plenty of time to get out without needing flank speed.
But the destroyers hidrophones are much more limited than the ones in submarines, they dont have the same range so its not so bad runing in flank, i do that all the time when im chasing targets submerged.
Agreed, but they are listening from very close... Each of us is the Kapt'n on his boat and is paid to make the decisions, so every tactic is good as long as you find it works.
From my experience, I found out that when chased by more than 1 DD, you can bet one of them is sitting there listening, and I get more often re-spotted when I use flank speed than when I am not. But it's just my personal opinion, I don't pretend I hold the truth...:D

ref
02-21-07, 12:32 PM
from what ive read in sub books, using hydrophone from DDs was impossible for several minutes, but dont know about active sonar....

Same principle applies, as the active sonar is also sound, when the emited sound hits the bubbles it reflects giving an echo, an experienced operator wouldn't confuse it with a sub but it'll help to produce inacurate readouts.

Ref