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Vandrith
04-21-09, 08:01 PM
I always have trouble evading destroyers in SHIV so most of my hunting is left to lone merches or unguarded harbors.

So does anyone have suggestions (or a guide) for evading convoy escorts. Better yet, that and a convoy attack guide.

Input is welcome! :salute:

EDIT: For those of you who are wondering I an using TMO Patch 163 along with that Crew Commpartment Mod (Though I doubt that matters at all).

Frame57
04-21-09, 09:17 PM
On one hand evading escorts is the right thing to do. Sinking Merchants and surviving another day to do the same is what brought Japan to its knees.

Here is a tip for Covoys. First set up an Intercept course and always ASSUME there will be escorts. Try to get a visual by using the higher powered TBT on the surface if that is not feasable use your scope at Periscope depth. If you cannot get a visual then you rely on Sonar and will have to take whatever the window of opportunity presents.

Once you are in a decent position. Stay below the thermal at all stop with silent running on. When the sonar reports the merchant is closing at medium range I go to periscope depth, then get a solution and fire a spread of three to four fish depending on the target. I do not wait around to watch. I then go below the thermal and proceed at a 1/3 bell to exit the escorts that will be looking for you. I usually have a very good success rate using this method. If I feel I can get another target I will attempt this. By then usually the escorts have warned the Convoy. I will then hit a flank bell and launch countermeasures (Decoys) above the thermal. Once I am under the thermal I go back to slow speed so I am not heard. Takes practice so give yourself time to develope it and you will kick some butt out there.

Peto
04-22-09, 01:14 AM
I'd like a little more info before I go further with this. Mainly, what mods are you using? (RFB? TMO? Stock?) It can make a big difference in evasion tactics.

When I was testing AI sonars for RFB I had the "opportunity" to spend many hours evading escorts. (Longest evasion was 8+ hours). The experience sure has come in handy though when I'm in a campaign ;)!

#1 rule for evasion is Patience!!! It can take a while...

#2 is aspect--show them a narrow profile (preferable your stern).

#3 is depth. The deeper you are the less accurate their DC drops are. They have a blind zone on the run in.

#4 is practice. Seriusly. You've identified this as a problem for you. Create a scenario with you and 2 escorts in clear weather (0ms wind). Make the escorts either veterans or elites. If you smoke, get a fresh pack. If you drink, get a case of beer. If you don't drink, you might start, so get at least a 6-pack anyway :03:. And practice. there is no 100% method for evasion, but you'll learn what works and what doesn't. Take it from me--there's really no feeling like finally getting away from 2 pesky elite DD's after an 8 hour tango.

:salute:

Schroeder
04-22-09, 01:36 AM
Once you are in a decent position. Stay below the thermal at all stop with silent running on.

Well, this might work in the game but in RL you can't control the depth of the submarine without some speed (or the use of the pumps which make more noise than slow engine speed from what I heard). So if you want to play realistically you should maintain at least some slow speed all of the time.

Wicked Popsicle
04-22-09, 05:27 AM
I am using tmo. If your getting pinged be sure to be below the thermal layer. I wait until the destroyer gets above me and the pinging stops. I hit it to flank speed dive some more and hard rudder left or right. and when the ship passes you bring it down to a stop and let yoursef glide. I have sucessful got away using this method more than once.

ichso
04-22-09, 05:33 AM
Hm. But if you go up to flank speed as soon as their pining stops, that means that they can hear you.
Passive sonar will be deaf for a short while after the DCs exploded, right. But if you give away your position before that.

That's at least an issue under the circumstance that they don't have your (more or less) accurate position already by active sonar. And if there is only one DD chasing you, your tactic might also work. But with more than one being after you, one can still listing while another one is pinging or making a run.

As I read some time ago, a single destroyer wasn't able to use active and passive sonar at the same time. Is this correct ? And if, does it apply to the game mechanics ?

Vandrith
04-22-09, 07:45 AM
Well, for those of you who are wondering I an using TMO Patch 163 along with that Crew Commpartment Mod (Though I doubt that matters at all).

I'll change my first post to give this info too.

Fishie
04-22-09, 07:55 AM
TMO escorts can be right bastards, LOL!

Key to TMO escorts is the classic mantra- run silent, run deep.

The biggest asset you have is the thermal layer.

See above for thermal layer tactics- all very sound advice.

One other thing- they like to team up. One will sit as silent as the grave while the other does a high speed run and DC drop.

If they're right over you- all ahead flank, right full rudder- get the hell away from those ash cans as soon as possible!

If they're NOT right over you, they're doing a bird dog ploy- DON'T be the quail! Sit tight, maintain course and put 'em right on your stern, and slink away.

Good hunting :)

Vandrith
04-22-09, 08:15 AM
Alrighty then, thanks guys! :up:

I'll give this stuff a go on my next convoy attck.

BTW, by Thermal I assume you mean Thermal Layer correct? What exactly is that and how does it benefit me?

Fishie
04-22-09, 08:49 AM
Alrighty then, thanks guys! :up:

I'll give this stuff a go on my next convoy attck.

BTW, by Thermal I assume you mean Thermal Layer correct? What exactly is that and how does it benefit me?

Yup. Thermal=thermal layer.

What it is- the layer that exists between two bodies of water at siginificatnly different temperatures. Warmer on top, clolder on the bottom.

How it benefits- sound travels differently between warm and cool water. Effectively, if they hear you passively, it'll sound like you're in a different posiiton. Against active sonar, it diffuses the ping to the point of innefectiveness.

old_tex
04-22-09, 09:08 AM
When I first detect a convoy, I try to estimate the distance between the outermost DD on the side that I am on and position the sub about half way between it and the main body of the convoy. Then, I drop below the thermalcline and stop everything and listen. When the lead DD passes beyond my position and the lead convoy component is within about 20 degrees of my position, I begin rising to periscope depth (all the while keeping a bearing on the outermost DD). From then on, it do the best you can. I pick the largest ship within range and try to get him. Then, I pick other targets of opportunity as they present themselves. Finally, the DDs approach and I take evasive action, as necessary. If I can, I move under the convoy and come up on the other side and fire the aft tubes. Not every scenerio is the same, but that's generally how I do it. :salute: Old_tex

Frame57
04-22-09, 10:20 AM
Well, this might work in the game but in RL you can't control the depth of the submarine without some speed (or the use of the pumps which make more noise than slow engine speed from what I heard). So if you want to play realistically you should maintain at least some slow speed all of the time.You are right on! It was available to acheive neutral bouyancy but it took a skilled DO. If they did it correct they could maintain depth at all stop.

Folducker
04-22-09, 01:30 PM
The last thing I need to do is give someone advice playing this game as I haven’t been playing very long, but this works for me.
1) Approach the convoy from the direct front. Plot the course, draw a line so you know which way they are headed. Usually you will have up to 4 escorts. One in direct front, one each off to the sides and one in the rear. It’s the one in the rear who usually gives the most trouble. So far, I have found convoys tend to be ships traveling abreast of each other, maybe two or three rows deep.
2) At about 8 to 10 miles, dive to periscope depth. You are headed directly for the lead escort. Go deep until you get the “passing thermal layer” message, or just go to 300 feet. Silent running, dead slow.
3) You will now have a number of lines on the map indicating sound bearings. The black lines are merchant ships, the blue ones are escorts. You want to watch the escort lines.
4) At some time, the blue lines will swivel from in front of you to pointing behind you. This means you are past the lead escort but still in front of the lead ship. Magnify the map and pick a spot between the ships. When you are still about 1000 yards or so ahead, go to periscope depth, slow speed. This takes some practice, if you surface too soon, the escorts will pick you up and the convoy will scatter, too late and you get to watch everyone parade by while you are surfacing. When you are surfacing, open all outer doors, warm up the TDC and set the scope at the approximate position where you except the first ship you want to shoot at to appear. Start shooting. I like to reach periscope depth after turning 90 degrees to the convoy course as very slow speed. (Try not to get run over, ruins your day) I try to shoot the ship furthest away first, usually with the bow tubes, and then switch to the stern tubes. If you are successful, go back to 300 feet and wait for the escorts. The key here is to stay at silent running and get the hell out of Dodge. On a good day, I sunk three freighters and one escort. (The escort just happened to stumble in front of a miss). Good Luck.

Stealhead
04-22-09, 02:16 PM
I agree with all the guys who use the thermal layer very helpful get under that. Also I agree with the running very slow and going ahead flank when you hear the freight trian comming even if there is another escort is near by he is not going to be able to hear you do to all the noise that the attacker will be making with his high speed run. Every time I ever tried only running at flank when I heard the cans drop they often hit me. You need that flank speed to get away from the cans if you do it too late your dead. I run at flank until I hear the first can go off then I cut to all stop wait for all the bangs then based on the attacker bearing I will order a turn away from him to try keep my subs stearn towards them then I will go less than 1 knot when I then drive the sub in a fasion to try and keep em on the stearn. Also make sure that when you go to falnk speed that your rudder is null any degree of turn will slow your speed when you need it most to avoid cans. I tend not to go too deep either unless they really seem to getting close I like to get below 300(Gato or later) but not too deep I want to have something to hide in latter if you go all the way to 400 right away then your screwed if they ping you as you have now set a mark for them that you will be at least that deep. At the same time diffrent people have diffrent systems what works for one may not work for another. Playing TMO 1.7 with latest RSRD. Also learn to be able to tell when you hear cans hit the water when they are a danger and when they are not the last thing you want to do is hit full speed when you hear cans dropping when they dont have a fix on you and they are off as once you hit flank speed they will figure out where you are.Listen for that train a comin that is the sure sign that your in danger of a run.Listen to your soundman if you know the escorts arent very close and the can splashes arent loud it is a sure sign they are pining something else not your sub or at least not where your sub really is.

Fragtzack
04-22-09, 02:46 PM
I finally figured out how to evade ASW in TMO yesterday.

The thermal layer tips, silent running, flank and hard turn if cans are dropping, yada yada yada. Lot of the same info, but not really helping folks.

I found that using the sonar to evade along with patience works.
Stop using the map to look at the lines of enemy ASW. Stop using the camera view to look at the surface. Stay in the sonar room, almost the whole time.

Do not just count on your engine man to track, you need to actively control the hydophone to listen for the ASW screws. You need to keep one hand hover over the ALL STOP key, `.

Since your actively listening to the enemy screws and not relying on your sonarman, you can now detect when the enemy stops his screws to listen for you.

When the enemy stops his screws, STOP YOUR SCREWS! All stop, keep that left hand howvering on that ` key. When the enemy screws start again, you can start yours.

If the enemy screw scounds are slow sounding, you may want to stay ALL STOP until he speeds up.

About your speed: When the enemy ship is in a closing state to your position, ALL STOP or 1KNOT. Once he starts to move away and the sonarman says he is moving away, go to standard speed. Ready at all times to hit stop, because your are listening for the enemy screws...

The ASW ships need to stop or at least slow thier screws to listen for you. My method is to simply go slow and silent when the screws and asw are closing distance. ALL STOP when enemy screws stop. (Most important!).
Lastly, need to increase speed to STANDARD to get away from the asw when the sonarman announces moving away.

--- Use the hydrophone constantly. There is little need to be anywhere but the hydrophone station.
--- ALL STOP when enemy screws stop or slow to a great degree.
--- Have you sub go higher speed for a short time while the enemy asw is a in "moving away" relation.


Trigger Maru ASW was killing me. I was pretty much resigned to attacking unescorted mechants. With my use hydrophone technique and listen for enemy screws, I have evaded ASW hunts a few times now.

Stop using the map plot updates and stop using external camera view. Using either of these will give you bad habits for evading asw!

All about the hydrophone for evading asw.

Patience is not a virtue for the Silent Service, patience is a requirement.

vanjast
04-22-09, 02:59 PM
Well, this might work in the game but in RL you can't control the depth of the submarine without some speed (or the use of the pumps which make more noise than slow engine speed from what I heard). So if you want to play realistically you should maintain at least some slow speed all of the time.
This was so with SH3's RUB, but not with RFB... makes you think... why did they change the 'plan'.. didn't they like Uboats :D

Actually it's all about bouyancy, which is controllable to a certain degree - with RUB I think they got it right as I had to cruise about 1 knot minimum to stay level. Now with RFB, I can just park off :shifty:

Folducker
04-22-09, 03:37 PM
I guess so far, I have been pretty lucky. The half dozen or so attacks I have made on convoys haven't resulted in much in the way of ASW counterattacks. By going below the layer and silent right away, I haven't been detected. The Japanese destroyers have a good time beating up the ocean in spots where I'm not. I think this will probably change later on, now I am in January '43. I have to laugh when I go to the external view and see a group of destroyers gathered in a circle with their spot lights on and every now and then one of them makes a run through the center of the circle and drops. Don't know what they are trying to kill as long as it's not me!

Armistead
04-22-09, 03:54 PM
I'm sure you're aware of TMO1.7 is up and running. Might want to load it up after this career.

In TMO, you must evade, not toy around at slow speeds, constantly keeping a narrow profile. You want to get out of the circle of death ASAP.
They ping, take off. If they go over you, flank. I go anywhere from 1 knot to flank when evading. Only time I'm silent is when they stop.

One easy tip that really works if you have no damage, go deeper than default. I won't tell what crush depths I've found, but you can usually go another 100 ft without a problem.

Remember weather and sea conditions play a huge role, moreso in TMO. You would be surprised what you can get by with in rough seas and how little you can get by when the sea is mirror calm.

When attacking one of the most important things I've found is quick periscope takes. Leave that scope up long and they will be alerted.
I get the right tracking, speed, aob, ect., then go to about 100 feet for shooting. I don't like showing my scope within 1000 yards.

Before the attack...silent and not give yourself away. After, I'm usually out of the circle of death before they start searching. Just remember if one contacts you, he calls his friends.

old_tex
04-22-09, 08:52 PM
When I first detect a convoy, I try to estimate the distance between the outermost DD on the side that I am on and position the sub about half way between it and the main body of the convoy. Then, I drop below the thermalcline and stop everything and listen. When the lead DD passes beyond my position and the lead convoy component is within about 20 degrees of my position, I begin rising to periscope depth (all the while keeping a bearing on the outermost DD). From then on, it do the best you can. I pick the largest ship within range and try to get him. Then, I pick other targets of opportunity as they present themselves. Finally, the DDs approach and I take evasive action, as necessary. If I can, I move under the convoy and come up on the other side and fire the aft tubes. Not every scenerio is the same, but that's generally how I do it. :salute: Old_tex

I am running TMO 1.7 :rock: Old_tex

Rockin Robbins
04-22-09, 09:08 PM
This was so with SH3's RUB, but not with RFB... makes you think... why did they change the 'plan'.. didn't they like Uboats :D

Actually it's all about bouyancy, which is controllable to a certain degree - with RUB I think they got it right as I had to cruise about 1 knot minimum to stay level. Now with RFB, I can just park off :shifty:

Actually, RUB got it wrong too. I forget how it works. NYGM made the sub slightly buoyant and RUB slightly negative, or the other way around. Actually the situation is MUCH more complicated. Not only is there an unpredictable fluctuation in buoyancy, meaning that you can randomly be slightly positive OR negative, buoyancy can be different at the bow than the stern, setting your trim off. Things can get quickly out of hand in a hovering submarine and none of the mods can get it right without random effects, which we don't have and can't make. Better to leave things alone and just play realistically than have some hokey inaccurate effect. You should always keep at least half a knot on for stability. That's close enough to power off that it doesn't matter and you are being realistic.

Now I'll toss the monkey wrench into the works. It WAS possible in one circumstance to hover a sub power off for hours on end. This was done several times successfully during the war and saved a couple of subs. Want to guess how it was done? It did not involve sitting on the bottom.

old_tex
04-22-09, 09:30 PM
[quote=Now I'll toss the monkey wrench into the works. It WAS possible in one circumstance to hover a sub power off for hours on end. This was done several times successfully during the war and saved a couple of subs. Want to guess how it was done? It did not involve sitting on the bottom.[/quote]

My guess would be getting people forward or aft as the bubble moved.:hmmm: Old_tex

Stealhead
04-23-09, 12:10 AM
Stop using the map plot updates and stop using external camera view. Using either of these will give you bad habits for evading asw!


Has anyone really tried that? Dont it wont help you at all.What I do is click on the follow nearst warship icon to have my sound man keep tabs on the closest escort that helps when you are using the gear your self. Maybe the trying to match the escorts speed setting works for you but have you ever considered that he may be using this as bait to get a fix? And dont forget they dont have to go slow to use the sonar or hydrophone going slower only allows them to get a better fix with hydrophones. If you are doing a good job and runing silent and under a thermal layer you will be making very little noise and dont forget that if there is more than one escort it is highly likely that one of them will simply sit there and listen and you may never know that he is there.That is why it is so important to get as far away as you can. The key is try to stay away from the circle of death as Armistead said in the first place and for me that means firing from 3000 plus yards and turining away and diving as soon as my last fish is away dont look at the fire works even if you are several thousand yards away.And then when escaping keeping your sub at as small of a siloute as possiable in relation to the escorts in other words keep them on your 180 as much as you can.The only toying you should do is keeping ASW on your 180 I find that to be more important than going very deep like 400+ save that for when they are still really finding you when you are in the 250-350 foot range dont forget that the older subs simply dont have the option to very deep like the newer ones do to well rounded you need to be able to evade in an S-boat as well as you can in a Balao or Tench or at times when you are in water that is 250 or less feet in deapth. Also the a huge factor is what version of the game you are playing I am basing this on the TMO mods. The AI in stock is dead weight pretty much so the tricks that work for them will cause the ASW crewman in TMO laugh thier asses of as they listen to the American Navy fools sub break apart.

To add to Rockinrobbins statment he is right it could be very hard in certain seas to maintain the proper trim if you read up in books like "Take Her Deep" The author describes very well how crazy the currents could be in areas around Japan and he does a good job of parising the men is his crew that did this job so well under such hairy condtions. Sadly none of this is simulated in SH4 nore the fact that there where many layers within a thermal and if you hit a really good one pretty much nothing could go though sound wise this is what made our bythophographs( i now that is miss speled) they gave the US subs an advatage because it was a graph that meassured the tempature changes in detail so a sub could often dive early in the day to a good deapth to meassure the thermals it found giving them a pretty good idea where the layers in that area would be in case they had to hide under one later.At least that was what Galantin did with Halibut.

Rockin Robbins
04-23-09, 04:25 AM
Time to answer the question, I guess. Actually hovering underwater is as easy as hovering on the surface. Usually water is divided into at least two layers, a top layer of warmer water and a lower layer of colder water. Colder water is more dense. It is not difficult to ballast the submarine so it has negative buoyancy in the warm water, but still has positive buoyancy in the cold layer below.

The submarine will then float on the layer for hours or days with no trim adjustments necessary. All power can be shut down if necessary because this is a stable condition.

Schroeder
04-23-09, 06:11 AM
Time to answer the question, I guess. Actually hovering underwater is as easy as hovering on the surface. Usually water is divided into at least two layers, a top layer of warmer water and a lower layer of colder water. Colder water is more dense. It is not difficult to ballast the submarine so it has negative buoyancy in the warm water, but still has positive buoyancy in the cold layer below.

The submarine will then float on the layer for hours or days with no trim adjustments necessary. All power can be shut down if necessary because this is a stable condition.
Sounds good. Too bad it isn't simulated.:shifty:

Vandrith
04-23-09, 08:05 AM
Thanks for the suggestions everybody!

I did a quick test of the idea where you stay in the sonar room for the most part and it worked. Evasion took one-and-a-half days (game time.) But I escaped with a sunken Merchant Maru (9k Tons) and a Akizuki sunk. :arrgh!:

Stealhead
04-23-09, 02:33 PM
Funny I had a very simular attack off of Japan last night in TMO1.7 it was a convoy with two Hiura liners(the old twin stacker in 1.5) good size ship they had a 3 Akizuki one leading and two on either flank crept in at silent getting some quick scope peeks and also checking the hydrophone. They where heading SW got to about 4500 had 3 mk14 and 3 mk18s sent the 3 14s in at the lead liner fired the 3 18s at the second though in my excitment I fired them at too long a range but figured maybe he will evade into them anyway. After the last fish i went to 145 and turned 180 away I wanted try a 27 at the Akizuki on my side of the convoy. Bleww the first liner sky high. Turn my speed up to lure the Akizuki in he took it fire the 27 at his bearing. Evaded a can run fine still waiting for this cutie to hit went to about 340ft am listening to two Akizuki on my stearn and one way ahead. Finally I hear the cutie hit. I cant take it so I pause and take a peek the thing hit him about 12 feet from the stern I think "well that will slow him down at least" it did 10 minutes later he sank! And the cutie only helped me get away as they must have thought it was a regular torp and based on its precived direction they went way off from me never came near me again and I never went below 345ft. Just did my basics below thermal layer but not too deep silent keeping em on my 180 ahead full when the trian comes and the random rudder turns to keep em looking but still focusing on keeping them on the 180 and always moving.

CaptianT
04-23-09, 06:56 PM
How do you find at what level the thermal layers are at?

Stealhead
04-23-09, 07:19 PM
As you dive deeper at some point a crewman will say "passing thermal layer" you must be at normal speed to hear it. Depth depends I have seen them as shallow as 100 feet or so other times as deep as 200 ft you just have to listen for the audio que to know where it is. If you are in water that is less than 150 feet deep you might not find one but in deep water there will always be a layer.Just be sure that you are under the layer not just above or in it or you wont get the full effect.

Etienne
04-24-09, 03:25 AM
If you are in water that is less than 150 feet deep you might not find one but in deep water there will always be a layer.

It might be too deep for you to reach, however.

CaptianT
04-24-09, 08:15 AM
Thanks guys for the thermal information.

deadok
04-24-09, 09:44 AM
Any ideas on using torpedoes (regular mark14) for spooking DD's?
Last night finally got away from 4-pack (after approx 12 hours of unsuccessful attempts):
Was in the circle, got up to periscope.
One DD @ 70° approaching for bomb-run,
2 others were circling around me at low speed in opposite directions @ ~800yd (bear. ~170°-200°),
and 4th @ 1500-2000yd stationary (bear. ~ 120°).

So i waited for 1-st to come closer, set ahead flank.
1st DD crossed, dropped bombs, detonated.
I launched 2 torps from aft (speed 0, aob 0, range 1200, bearing ~178° and 182° - hoping for 2nd or 3rd DD would catch one), missed both, but both DD's started evase manuever.
220ft deep, silent, ahead slow, and finally i got away.

So, my questions is:
a) what chances are that torpedo launch actually helped me? (m.b. it was plain luck? take into account 12 hours of tryings)
b) in case it really helps - realistic, or just limitation/feature of game engine (e.g. only one job at time - either hunting or dodging)

Peto
04-24-09, 09:55 AM
So, my questions is:
a) what chances are that torpedo launch actually helped me? (m.b. it was plain luck? take into account 12 hours of tryings)
b) in case it really helps - realistic, or just limitation/feature of game engine (e.g. only one job at time - either hunting or dodging)

a) Good question. I've never really found any tactic that works consistently. Coming up to take a shot typically works for me only when I hit what I'm aiming at ;).

b) I think you're on to something with the "one-job-at-a-time" aspect. Although I can't prove it, it seems like when "something" distracts the escort(s), it's a little easier to get away... The main problem is finding something that distracts them. Diving under a convoy can really help.

theluckyone17
04-24-09, 10:38 AM
If I remember correctly, the escorts can only use one type of sonar at a time... either active, or passive. Not that it matters if there's one escort off to the side using passive while another one's trying to ping you. Try not to generate any more noise than you have to in that case, but don't get hit either :D.

I could see where firing the fish off would help your case... if the escort(s) go into evasive maneuvers, causing them to turn & move away from you. If that gives you enough time to swing your sub around, presenting your stern/bow towards them when they get back into their active sonar routine, they might just lose you.

On the other hand, I've got a suspicion that the escorts can use your torpedo track to make an educated guess on your position (I've fired fish at convoys, moved away, and watched the escorts move to the general area that I fired from). So if the escorts are able to figure out your location from the torp wakes before you move out of the area...

deadok
04-24-09, 10:41 AM
On the other hand, I've got a suspicion that the escorts can use your torpedo track to make an educated guess on your position
since they are semi-successfully *bombing* me - no loss here :p

Akula4745
04-24-09, 06:28 PM
...went to about 340ft... ...and I never went below 345ft.

Stealhead - what mods are you using where you can take a boat to 300+ feet? This the first I have heard anyone talking about those kind of depths in SH4.

MonTana_Prussian
04-24-09, 09:28 PM
Stealhead - what mods are you using where you can take a boat to 300+ feet? This the first I have heard anyone talking about those kind of depths in SH4.


I've had Gatos safely to 350ft,with no hull damage prior to this.

Akula4745
04-25-09, 12:22 AM
I've had Gatos safely to 350ft,with no hull damage prior to this.

Wow... ok, I still have a lot to learn about this game. I did not know that...

Thanks Montana!

MonTana_Prussian
04-25-09, 07:21 AM
Wow... ok, I still have a lot to learn about this game. I did not know that...

Thanks Montana!

But remember,I had no hull damage:arrgh!:

captgeo
04-25-09, 09:13 AM
I had a Balao down to 510 feet the other day, .....no problem at all.

and I also did not have any damage,.....if I had some damage at all I would not try it.

Stealhead
04-26-09, 05:06 PM
Akula you can have TMO or RFB they allow you to go deeper by using the set dive plane to deep. Besides that no hull mods I belive a Gato can go at least to 500ft with no damage occuring and the Balao can go very deep 600+ no issues some skippers in WWII belived that the Balao could for a short time be at 900ft I had one at 620ft once just for about 1 minute though. I dont recall how stock does hull strength but i am pretty sure TMO and RFB changed the hulls to reflect the real boats.But if you want to go past the games deep gauge you will need TMO or RFB as they add the set dive planes command without that you are limited to 500 or 450 what ever the guage says. The little red line you see on the gauage in each sub is that boats max normal operating deapth and of course varies by boat but you can always go past this just the deeper you get at some point your hull will begin to take damage and at some point the hull will implode.

Akula4745
04-26-09, 05:40 PM
Yow... 500 feet - thanks for the info, Stealhead. I have not added any mods yet and the only depth gauge I have seen doesn't even hit 200 feet. I will definitely be checking out the mods shortly... and the deeper diving depth hopefully. <G>

But this does bring a new question: Wouldn't the deeper depth bring greater damage from depth charges? Would you limit your depth in a tactical situation?

Thanks again for the insights!

Akula4745

Torplexed
04-26-09, 05:55 PM
But this does bring a new question: Wouldn't the deeper depth bring greater damage from depth charges? Would you limit your depth in a tactical situation?

Thanks again for the insights!

Akula4745

Possibly. But the point of going deeper is the longer the trip down is for the depth charge, the more time you have to side-step it. Being a gravity propelled weapon like an aerial bomb, a DC tends to be be more inaccurate the higher it is dropped. :cool:

Vandrith
04-26-09, 06:45 PM
Akula, if you click on the littel rectangle thingy below your depth gague you can swith to the standard depth meter, not just the shallow one.

Stealhead
04-26-09, 07:50 PM
Yep I was gonna say Akula perhaps you are seeing the shallow gauage but of course it only reads to 165ft. The primary advantage to going deep is the hope that the distance from the surface will hinder the sonic abilities of the pursuer and then of course the deeper you are the longer the cans take to get to your deapth. I tend to find myself that cans end up damaging things on the inside of the sub like bulkheads now if a can truly hits your sub or blows within feet that can do hull damage sometimes an instantly deadly amount. nice name by the way There was a show on National Geographic about 2 or 3 months ago where they follwed the breaking apart of a Typhoon. It was funny one Russian worker was sad that they where doing the work and then another worker said dont be sad we can use this good steal to make far better subs the other thing was that alot of the older guys had served on Soviet subs.This was in Severodvinsk you can even see the drydock they used with google earth.

Akula4745
04-26-09, 10:36 PM
Possibly. But the point of going deeper is the longer the trip down is for the depth charge, the more time you have to side-step it. Being a gravity propelled weapon like an aerial bomb, a DC tends to be be more inaccurate the higher it is dropped.

Makes perfect sense to me, Torp... I was not sure if the increased pressure of the greater depth would magnify or suppress the depth charge impact. But it stands to reason the trip down to such a depth would offer more time to put distance between you and the drop point.

Akula, if you click on the littel rectangle thingy below your depth gauge you can switch to the standard depth meter, not just the shallow one.

Many thanks Vandrith... I had no idea there was another option. It is awful easy to get caught up in the action and never learn the minor details. Just further proof I am still a noob. <G>

Yep I was gonna say Akula perhaps you are seeing the shallow gauage but of course it only reads to 165ft. The primary advantage to going deep is the hope that the distance from the surface will hinder the sonic abilities of the pursuer and then of course the deeper you are the longer the cans take to get to your depth. I tend to find myself that cans end up damaging things on the inside of the sub like bulkheads now if a can truly hits your sub or blows within feet that can do hull damage sometimes an instantly deadly amount.

This also explains why in open water I couldn't always find the thermal layer! Also makes sense the greater depth would help hide a sub. My thanks to all for the info and insights... I learned something NEW on this forum again tonight. You guys are good!

nice name by the way There was a show on National Geographic about 2 or 3 months ago where they follwed the breaking apart of a Typhoon. It was funny one Russian worker was sad that they where doing the work and then another worker said dont be sad we can use this good steal to make far better subs the other thing was that alot of the older guys had served on Soviet subs.This was in Severodvinsk you can even see the drydock they used with google earth.

Thanks Stealhead... Akula (Russian for shark) kinda stuck in my brain after reading Red Storm Rising (a Tom Clancy novel) - and then I started using it as an online gaming nickname. The shot of the snow covered Typhoon in my signature came from an online search and was just too pretty not to use. A nick like "Akula" is definitely fitting for a sub-sim like SH4... its my destiny!

Thanks again, gents!
Akula4745