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View Full Version : looking for a bit of help concerning stealth of a sub


Akotalaya
03-03-14, 09:02 AM
im wanting to make a submarine vanish off the radar, i want to dive and have an extremely low sonar sig. i basically dont want them to be able to find me, though i only wanna edit one boat..not the entire fleet..i want to do this to lay decoys etc. and use it to observe and study AI warships and there behavior with different factors..i also wanna know how to change the skill of the crew, from novice to elite or vice versa..

Dread Knot
03-03-14, 09:06 AM
Sounds like what you need is a stealth destroyer. With maybe a top speed of 17-22 knots a submarine isn't going to be able to keep pace with the faster AI warships for long if you just wish to observe and study them. :03:

Hitchens
03-03-14, 09:06 AM
According to the game manual, got to -50m or lower.

raymond6751
03-03-14, 09:11 AM
I am not sure if you mean 'how do I do it' in game or by editing files.

In game, you dive deep and go slow. Try to keep your bow or stern towards the searching craft. This reduces your sonar profile. Run silent. (Z key).
During silent runs no repairs are done and no torpedoes are reloaded.

You use decoys only after having been detected, since they make noise. If they have heard nothing, why make noise?

I don't know if file editing can help. I believe the ASW detection values of escorts can be changed -- don't know how. I think the 'noise' signature of a sub is based on active things like speed, depth, silent running, and perhaps damage already done.
Anybody else have knowledge on that?

Akotalaya
03-03-14, 09:20 AM
editing files, i do have silent 3ditor and i can mod a submarine to go faster than she is supposed to..but im looking at laying the decoys because they make noise, then get out of there and watch from a distance, then lay another one and so on..without any risk to my sub at all..

Sniper297
03-03-14, 05:00 PM
I don't know if there is anything like that, you can edit the detection performance of the AI, but cross section / detectability of the sub itself I've never seen any discussion on. Or the decoys, I'd love to edit the noise level and duration of decoys - the destroyers never really bite on them, and they don't last nearly long enough. What files the decoys would be in I have no clue either.

Data/Library/AI_Sensors.dat
Data\CFG\sim.cfg

What you could try is editing the dat file, and/or sim.cfg, to decrease the range and detection time, and increase the sensitivity for sonar and hydrophone. Drop one just out of range ahead of a destroyer, then sprint off to the side out of range to watch.

Alternative without hacking any files, get 1500 yards ahead of a destroyer, dive 60 feet below the thermal layer and watch from the external cam.

Armistead
03-03-14, 05:48 PM
how they react to decoys and your sub are much different...maybe just increase
your sub depth and other factors. Fact is even with a hard AI, you can escape about any attack dived at 500ft.

John Channing
03-03-14, 07:26 PM
Why not just release the decoys, drop down below the layer, rig for silent running, creep away and then use the external camera to watch their reaction?

That way you can see how they react when there is a decoy and a Sub in the area.

JCC

Sniper297
03-03-14, 09:27 PM
My experience is they completely ignore the decoy 99 times out of 100, and if they do key on the decoy they only do it once within the first five minutes. Timed it once with the stopwatch, decoy stops bubbling at 10 minutes on the mark, but going 8 knots you only cover about 2700 yards in 10 minutes.

I read someplace that the decoy ingame doesn't make any noise so wouldn't be heard on passive sonar (hydrophone) but the cloud of bubbles would reflect an echo for active sonar (pong for the ping). Dunno if that's true or not, or how they actually tested it, assuming it's a fact rather than a theory. (Lot of opinions and theories on the internet stated as if they were proven facts, so I take everything I read with a grain of salt.)

Actual experience over the last seven years ingame, it strikes me that they SHOULD be at least twice as effective as they are, or they don't deserve the name "decoy". :hmph:

merc4ulfate
03-03-14, 10:05 PM
:Kaleun_Mad:RELEASE THE KRAKEN!!!!:Kaleun_Mad:

Akotalaya
03-04-14, 05:26 AM
i thank you for your replies, but i dont have a problem getting one to chase a decoy, but i want to be able to not have to worry about being found, i have been found below the thermal layer, and even at critical depths..hence why i wanna make my sub invisible to there...everything, so that way i can watch them without fear of getting attacked..in a normal combat situation i CAN get away but..since im not in it for the combat..anyway, like i said thanks for all your suggestions

ETR3(SS)
03-04-14, 09:08 AM
Shaft RPM is what you're looking for as far as passive sonar detection. Lower that and you can fly away at Ahead Flank and they won't hear you. And then that helps with Active Sonar as well by putting you outside their detection cone very quickly.

TG626
03-04-14, 11:00 AM
What!? Unless I'm missing something, RPM is tied to ahead anything - so ahead flank is going to be high rpm...

1/3is going to be the lowest rpm by telegraph, and if you flip it to the knotometer you can set slower speeds to be even quieter. I often use 2 knots both for stealth and Battery duration.

ETR3(SS)
03-04-14, 12:35 PM
Yep, you're missing something. Shaft RPM can be edited in the subs sim file.

Sniper297
03-04-14, 05:24 PM
"i have been found below the thermal layer" which mods are you using? I get 60 feet below the layer and it's like I transferred to shore duty as far as the enemy knows, they can never find me below the layer. In fact I hacked sim.cfg;

[Hydrophone]
Detection time=1 ;[s]
Sensitivity=0.15 ;(0..1)
Height factor=0 ;[m]
Waves factor=1.0 ;[>=0]
Speed factor=15 ;[kt]
Noise factor=1.0 ;[>=0]
Thermal Layer Signal Attenuation=3.0 ;[>0], 1 means no signal reduction, 3 equals signal reduction to 33%

[Sonar]
Detection time=5 ;[s]
Sensitivity=0.1 ;(0..1)
Waves factor=1.0 ;[>=0]
Speed factor=20 ;[kt]
Enemy surface factor=200 ;[m2]
Lose time=30 ;[s]
Thermal Layer Signal Attenuation=5.0 ;[>0], 1 means no signal reduction, 5 equals signal reduction to 20%

That's the default, I changed the Thermal Layer Signal Attenuation;

[Hydrophone]
Detection time=1 ;[s]
Sensitivity=0.15 ;(0..1)
Height factor=0 ;[m]
Waves factor=1.0 ;[>=0]
Speed factor=15 ;[kt]
Noise factor=1.0 ;[>=0]
Thermal Layer Signal Attenuation=1.2 ;[>0], 1 means no signal reduction, 3 equals signal reduction to 33%

[Sonar]
Detection time=5 ;[s]
Sensitivity=0.1 ;(0..1)
Waves factor=1.0 ;[>=0]
Speed factor=20 ;[kt]
Enemy surface factor=200 ;[m2]
Lose time=30 ;[s]
Thermal Layer Signal Attenuation=1.5 ;[>0], 1 means no signal reduction, 5 equals signal reduction to 20%

To make it easier for the mentally handicapped ASW guys to detect me under the layer. Hasn't worked yet, 60 feet below the layer it's like I'm no longer in the same ocean.