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Bubblehead1980
08-03-11, 04:18 PM
Are IJN depth charges historically accurate in RSRD as in they cant detonate really deep.I am in Feb 1944 and adfter several depth charges and slipping to 580-620 feet in a Balao, none have came close, sounds like they are 100 feet or so above me(external cam off so just listen to them, EAX sound mod is great)

Wondering if it's this OR a tactic I use that has the DD's fooled.When they are closing after an attack etc I go loud and order a dive to 450 feet, once under a layer I go to silent running and 2 knots, maybe some port or starboard ruder, depends.When they roar overhead and drop, I go ahead flank and order a hard dive to 600 feet, using the DD's engines overhead for masking my noise.After it fades and Im going down fast, I go to all stop for one minute then throw on speed and level out.Charges go boom around 450 feet where I was when they pinged me last before they dropped but by them am around 540-560 feet and going down.

Now in the follow ups, they are pinging, even on short scale , follow me fairly well for a few minutes, dropping like crazy but they all detonate well above, no even close while I am at 580 or 600 feet as I was a little while ago.This has happened multiple times, not complaining, I like the historical accuracy because as far as I could tel the IJN did not have charges that could be set to explode that deep.Just curious if its a setting or the tactic confuses the AI.

TorpX
08-03-11, 04:30 PM
I am only going on what I remember of Duci's posts, but I think there is NO control of how deep a depth charge will explode. That is to say, they will be set to explode at whatever depth they think you are at. This is my understanding, anyway.

Ducimus would know for sure.

WernherVonTrapp
08-03-11, 04:49 PM
I'm inclined to suspect that it's your evasive tactics that are sparing your crew from Neptune's castle. But, if you really want to be sure, stop your sub, secure from silent running, turn up the volume on both the radio and victrola and then have your crew bang on pots with a soup spoon.
Yeah, that ought to do it.:D Then you'll know for sure.:up:

Armistead
08-03-11, 06:13 PM
It would be a TMO setting, nothing to do with RSRD as far as I know.

I think it's your skill level as I have them bang me at 600 ft all the time in calm water.

I use the same tactic. I think when you hear them pick up to make a run, it has to have some effect on depth, like that's when they decide basic depth. Why I can't always get below them, I can usually get above them. I can sit at 500 ft, let him make his run and blow tanks which brings you up very fast and the charges always far blow beneath me. Just rising doesn't get you up quick enough, have to blow tanks to change depth in time. Still, I also heard Duci make comments like Torp mentioned. They do explode at different depths, seems Duci said about 100 yards difference.

Also at that depth, if you're going flank, you're probably hearing them blow behind you, fairly easy to outrun them that deep.

Setting your escorts to elite seems to make them know when to drop them. Hitting flank when they run, they drop ahead of you more than on you.

I don't think DD's engines have any effect on blocking your noise. There is a mod that will allow your noise to be blocked for about 30 seconds after charges go off.

Do like Wern said, find some calm water and crank up some speed and slow before they make runs, bet they dump em right on you.

Bubblehead1980
08-03-11, 08:13 PM
It would be a TMO setting, nothing to do with RSRD as far as I know.

I think it's your skill level as I have them bang me at 600 ft all the time in calm water.

I use the same tactic. I think when you hear them pick up to make a run, it has to have some effect on depth, like that's when they decide basic depth. Why I can't always get below them, I can usually get above them. I can sit at 500 ft, let him make his run and blow tanks which brings you up very fast and the charges always far blow beneath me. Just rising doesn't get you up quick enough, have to blow tanks to change depth in time. Still, I also heard Duci make comments like Torp mentioned. They do explode at different depths, seems Duci said about 100 yards difference.

Also at that depth, if you're going flank, you're probably hearing them blow behind you, fairly easy to outrun them that deep.

Setting your escorts to elite seems to make them know when to drop them. Hitting flank when they run, they drop ahead of you more than on you.

I don't think DD's engines have any effect on blocking your noise. There is a mod that will allow your noise to be blocked for about 30 seconds after charges go off.

Do like Wern said, find some calm water and crank up some speed and slow before they make runs, bet they dump em right on you.


oh nice, wheres the mod the fouls up their passive sonar for a few secs after a DC goes off? as it did in RL.Also, pretty sure their engine noise does mask yours when close, believe a tutorial by ducimus said such.However it does not affect active sonar(obviously)

razark
08-03-11, 08:50 PM
oh nice, wheres the mod the fouls up their passive sonar for a few secs after a DC goes off?
http://www.subsim.com/radioroom/showthread.php?t=181540

TorpX
08-03-11, 10:43 PM
oh nice, wheres the mod the fouls up their passive sonar for a few secs after a DC goes off?

I'd be carefull with that one. It's known to cause problems with the game.

razark
08-03-11, 11:29 PM
I'd be carefull with that one. It's known to cause problems with the game.
There was a problem with it using TMO without RSRD, but someone figured out a fix for what was wrong.

I've been running it with TMO and RSRD since it came out, and I haven't had any problems with it.

Armistead
08-04-11, 12:38 AM
I'd be carefull with that one. It's known to cause problems with the game.


I've used it for months without issues, just really don't know how well it works, hard to tell. Dark had one mod that had an issue, didn't think it was this one, but whichever it was he patched it.

Bubblehead1980
08-04-11, 02:45 AM
Thanks for the link, was heading to bed but think I'll start next patrol so can see how this works.:salute:

Also, I figured out that it was my tactic that was keeping them from finding me.Next time, the escorts were tough because they found me and stayed with me even when I was at 600 feet, caused hull damage to go to 1 from a very close charge, many others that shook the boat but none that did damage.Stayed with me for over an hour.

Side note, wonder if could make it where depth charges could not be set to explode below a certain depth as per history for IJN.Something like this silently slipped into a mod could be fun, players wouldnt know either way unless they found out.Then again, it would take away from the danger if can just go deep to avoid them.

Bubblehead1980
08-04-11, 02:53 AM
Thanks for the link, was heading to bed but think I'll start next patrol so can see how this works.:salute:

Also, I figured out that it was my tactic that was keeping them from finding me.Next time, the escorts were tough because they found me and stayed with me even when I was at 600 feet, caused hull damage to go to 1 from a very close charge, many others that shook the boat but none that did damage.Stayed with me for over an hour.

Side note, wonder if could make it where depth charges could not be set to explode below a certain depth as per history for IJN.Something like this silently slipped into a mod could be fun, players wouldnt know either way unless they found out.Then again, it would take away from the danger if can just go deep to avoid them.

Armistead
08-04-11, 10:35 AM
Thanks for the link, was heading to bed but think I'll start next patrol so can see how this works.:salute:

Also, I figured out that it was my tactic that was keeping them from finding me.Next time, the escorts were tough because they found me and stayed with me even when I was at 600 feet, caused hull damage to go to 1 from a very close charge, many others that shook the boat but none that did damage.Stayed with me for over an hour.

Side note, wonder if could make it where depth charges could not be set to explode below a certain depth as per history for IJN.Something like this silently slipped into a mod could be fun, players wouldnt know either way unless they found out.Then again, it would take away from the danger if can just go deep to avoid them.

Trying to remember, seems the charges are somehow connected to the subs max depth. Seems like in stock they vanished at a certain depth. I don't know that you can seperate the two. I think that what Duci means by the charges know where to find you.

Ducimus
08-04-11, 12:49 PM
I am only going on what I remember of Duci's posts, but I think there is NO control of how deep a depth charge will explode. That is to say, they will be set to explode at whatever depth they think you are at. This is my understanding, anyway.



Correct.

The best you can do, is give the depth charges a broader (IE, less accurate) depth precision. Only problem is if you make it too innaccurate, you'll have DD's blowing off their own fantails.

razark
08-04-11, 12:53 PM
Only problem is if you make it too innaccurate, you'll have DD's blowing off their own fantails.
How is that a problem? :D

Daniel Prates
08-04-11, 02:03 PM
How is that a problem? :D

Bingo.

Hey, isn't there supposed to be a max depth for DCs?

Armistead
08-04-11, 02:04 PM
I guess for me, at what exact time do they predict you're depth, cause it does seem if you make hard depth changes as they throw, you can get above or below them. That to me is different than the charges having a mind of their own and explode when they get near your sub, like some zone.

So it's either

DD's predict your depth and charges are dropped to blow in that range

or

The DD's just drop on you and the charges just fall until they find a zone near you sub that they will explode within. That seems to be what's implied, but I do know I can blow tanks at 500 ft , get to about 300ft and watch the charges blow far below me. I find it much harder to dive deeper and outrun the charges, why they may blow more above me, they're usually close enough to do damage. I miss having the deep dive rudder tab you could use to put the rudder into a hard dive. If you use crash dive why deep, it just takes you up to the crash depth value, instead of down.

Take Formosa, shallow water with those dang Type AB's with 6 Y guns. I often run near the bottom if water is shallow, when they throw, blow tanks. I'll be at about 50ft when the charges blow on the ocean floor, then hit crash dive to stop from surfacing and get back down. Bout the only way to avoid 24 charges coming down in shallow water.

Bubblehead1980
08-04-11, 03:38 PM
I am pretty sure AI sets the depth of their charges once they last ping.Say an escort is closing in, pinging away....as he gets close and is roaring overhead, he stops pinging and you just hear the whoosh whoosh whoosh of his screws overhead as he prepares to drop, and while pinging you, you were at 300 feet, then the charges will be set around the 300 feet area, some at 300, some below, some above but all close to 300 feet, this is my theory from hours of watching this stuff.After the last ping I order ahead flank for about 45 seconds, then all stop and order 20 degress left or right rudder, depending on what I did last.This confuses the AI over time, never have you in one direction and they will lose contact.Other day after doing this for five mins, I watched them drop many charges on my former location, I had given them the slip.I will also adjust depth if needed.The thick skinned boats such as Balao are a real advantage, being able to hang at 600 feet is a big help, pleny of time to avoid charges usually.

Armistead
08-04-11, 04:55 PM
Yep, that's about what I figure, I just want my deep dive tab back that was in older TMO.