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Lt commander lare
08-07-13, 05:05 PM
How come when there is an incoming torpedo the countermeasures never work on the seawolf or any other submarine unit in the game when you launch the countermeasures they do nothing at all.


Lt Commander Lare

Krabb
08-08-13, 02:04 AM
What do you mean they do nothing? They deceive torpedo sensors. Essentially, passive countermeasure makes noise for passive torpedo sensors, and active makes a false target for active torpedo sensors. But this does not mean you should stay there, make a change in course, depth and speed, try to get away from torpedo sensor cone.

Pisces
08-08-13, 05:58 AM
You need to vanish behind the 'shadow' of a countermeasure for the tracking to be locked on the countermeasure. The line of sound between you and the torpedo needs to be dragged over the countermeasure for it to be successful.

[EDIT]Iirc, alot depended also on which game version you patched the game to. And if mods are applied or not.

Nexus7
08-09-13, 01:05 PM
does any mod disable the ability of CM's to detonate a torpedo? (since in stock they do)

Pisces
08-09-13, 02:42 PM
Iirc patch 1.04 provides an option in the dangerouswaters.ini file to alter probability of countermeasures detonating torpedoes. Not sure of the details though.

I know for sure LWAMI 3.11 disables it. Maybe the other mods do also.

Destex
11-11-13, 01:46 PM
My experience shows that maneuvering to place the CM between the sub and the attacking torpedo is the best way to evade a torpedo attack.