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black1
01-08-08, 01:46 PM
Hello guys, im not at home so i cant test this, i forgot to last night, but is there a way to keep asking the watch officer (WO) for reports on the sighted contact instead of going to periscope depth and using hydraphone, if so what is the button to get this. Thanks all.

This is what i want to do for using 100% realism and no map updates checked and found this video helpful, the beginning of it anyway, thanks and enjoy.
http://www.youtube.com/watch?v=hkYI8z7LtkA


Damit, just remembered the WO does not give you a range except long or short, any ideas, i guess i need to do this submerged and ping him at a stop, take 2 marks and range then proceed.

M. Sarsfield
01-08-08, 03:24 PM
I usually surface and dive a few times to get sound readings when they are over the horizon. I try to avoid active sonar, in case there is one or more escorts hidden in all the engine noise. I just assume a range of 10 NM when we first make contact.

black1
01-08-08, 03:31 PM
So you assume long range contacts at about 10nm out?. Do you use this as a guestimate to start your plotting? Thanks.

M. Sarsfield
01-08-08, 04:01 PM
Yeah. It's worked for me about 3 times, so far. Sometimes the newbie operator doesn't pick up the noise and you find it manually. When that happens it's more of a guess as to how far away the ship is, but I try to gauge my guess based on the intensity of the noise.

AVGWarhawk
01-08-08, 04:04 PM
Why not just ping the target? The game does not recognize the ping as a viable piece of the detection equation concerning the warships. I wish it did. So ping away to get your range.

black1
01-08-08, 04:08 PM
So you mean if you ping a ship and it has destrouers with it, they wont know were it comes from, sorry could you explain a little more, thanks AVG.

M. Sarsfield
01-08-08, 04:11 PM
I thought that active pinging detection would have certainly been coded into the game. Where did they get these programmers, anyway?

tomoose
01-08-08, 05:05 PM
Not sure if TM has modded this but I certainly attract warship attention when using active ping. It happened twice when I thought I had just merchants at long distance so I pinged to get a rough range and then a warship (which I hadn't noticed) was heading directly for me (I was at PD and at 1/3 speed). I evaded both times. If it's not programmed in then it was too much of a coincidence and I've avoided using active since, unless I know for sure the merchant is not escorted.

M. Sarsfield
01-08-08, 05:18 PM
Thanks, tomoose. I'm using the same mod and it's good to know that the bug may have been fixed by Ducimus et.al.

AVGWarhawk
01-08-08, 06:03 PM
I'm pretty sure it is not modeled into the game and can not be modded. I think perhaps the warship encountered in TM was the elite who would latch on to you whether you were pinging or not. There was dicussion on this before and it was determined that the ping did not wake up the warships to start looking.

Correct me if I'm wrong here Duci.

Ducimus
01-08-08, 09:41 PM
To the best of my knowledge, the AI does not recongize a ping (by you) as a sensory input. I think this can be proven. Set a stationary (and not docked) destroyer of some kind in a single mission. Position yourself to one side of this destroyer, in such a manner where it wont start actively pinging you as you start the mission, but your still wthin its passive sonar capabilties. THen, without ever raising the periscope, start pinging it.

The answer at that point, should be patently obvious.

Zero Niner
01-08-08, 11:50 PM
Does this hold also for the ping to get depth under keel?