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View Full Version : Cold Waters: Tactics & Tips + printable key reference


Onkel Neal
05-29-17, 09:03 AM
Added a download for a printable Quick Reference Guide. (http://www.subsim.com/radioroom/downloads.php?do=cat&id=103)

Dr. Paul has posted a Modding Guide here. (http://steamcommunity.com/sharedfiles/filedetails/?id=938593459) It will be updated and expanded on as time passes.

Cold Water: Manual de Operaciones in Espanol (http://www.subsim.com/radioroom/showthread.php?t=231900): A continuación dejo una traducción libre realizada por mi, del Manual de Operaciones de "Cold Waters" para todos los capitanes que no leen inglés.




Elite level in the difficulty options has no auto-classification of targets.
How exactly do you change the submarine selection before the mission starts? A & D keys
LogVoiceVolume=1 parameter to default/hud/default.txt (set to 0 to disable voices)
Moving Tabs solution in UI (http://www.subsim.com/radioroom/showthread.php?t=233299)


Saved game files are located here:
C:\Users\(YourUser)\AppData\LocalLow\Killerfish Games\Cold Waters\savegame

Jive Turkey's Video tutorials (https://www.youtube.com/playlist?list=PLF9K78gj2FP31K6IfmR3bMIVzCfHAmfIU)
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Onkel Neal
05-29-17, 09:03 AM
Signature numbers explained
ramjbjb: Those numbers are the essence of measuring how stealthy you are, and how close to detection by an enemy you are. Which in a sub, as you might understand, is pretty much everything.

First Own ship numbers: Those describe the strenght of the signature you're receiving. Negative numbers are calculated outputs. Essentially anything negative means you're receiving nothing through that channel. For instance is perfectly viable that being over the layer (and dragging the towed array under it) you receive nothing in your MF sonar (the one at your bow), yet you can hear a faint signature with your towed array (which is under the layer).

The utility of this numbers is obvious. The stronger the signal, the better your TMA over time will be. It also gives some tactical hints about the enemy before the TMA is done. If you know he's not very close, but the signal is very strong, that means the platform is being VERY noisy (which usually means it's steaming at full speed). COnversely if you know the enemy is relatively slow moving a very strong signal means it's REALLY close, and you might want to react accordingly.


Now, about the numbers for enemy platforms:

First, how are those numbers are calculated: all platforms in game have sensors. Each sensor has a specific capability. Some are more sensitive than others. All platforms in game make noise. Said noise depends on how fast they're moving and on the inherent properties of the platform, as some are more silent than others.

The numbers you see are the calculated result of your own submarine loudness at the speed is travelling vs the capabilities of the sensors aboard the enemy ship, appropiately modified by things as background noise, if you're in the opposite side of the thermal layer, the strenght of said thermal layer, general sea conditions,etc.

Keep in mind you NEED a correct ID for this to be accurate. If you class an enemy Sierra as a Whiskey and you trust you've not been detected based on the numbers you see there, chances are you're in for a nasty suprise.

Also those values apply in the zones the sensors actually cover. This is easy to check if you're behind an enemy submarine (that lacks a towed array). If you're in a 60 degree arc behind him, all his numbers will be -50 db. Which means you can go flank speed and cavitate like a maniac, and the enemy will still not hear you.
Be conscious however that you also have non-detection baffles in your own sensors. the same 60 degrees behind for the active and hull sonar, and directly forward for your towed array (as your own submarine noise will mask whatever is beyond).


Now, how do those numbers apply vs the simulation?.

-anything negative means that the sensor in question will NOT detect you, period.

-anything under two digits (0 to 10) means that the sensor in question will NOT detect you but will keep you detected if the enemy has already a fix on you.

-anything over 10 means that sensor has detected you. To completely vanish off the enemy picture you need to get all the enemy sensor values under 0 at the same time, or they'll keep you detected.


so when you're doing an approach to an enemy sub, for instance, and you see the numbers for his hull and towed array as -5 and -3 respectively, you know you can increase speed a bit and you won't be detected, for the enemy still doesn't know you're there, and the values are under 10. Then you can decrease speed as you come closer and you're closer to be detected.

couple more things:
Silent running (shift-S) is EXCEEDINGLY useful to creep and remain undetected by passive sensors. And is a noticeable decrease in detectability from 1/3 forward.

Being totally stopped in the water doesn't mean you're not getting detected. Nuclear subs of this time used, without exception (well one would be the Ohio SSBN) coolant pumps to keep the reactor going. And you can't shut down your reactor (it'd be the most stupid thing to do in any nuclear powered vessel anyway). So you're making some noise even when stopped.


Now, the active sonar. This one is particular because there's a heavy modifier to that number, because that number is the expected signal strenght the enemy sonar will get off your sub if you're full broadside on towards him. If you're end-on (bow or rear towards the enemy), that number gets divided by a modifier (not sure how much, talking to the devs they told me is a factor of 25% when fully dead on towards of from the enemy).

So for instance, the enemy has an active signal strenght of 10. You're broadside on. He will detect you if he pings.

The enemy has an active signal strenght of 20. You're totally bow on towards him, so he actually gets 25% of that. Which is 5. 5 < 10, so the enemy won't detect you if he pings.


Same obviously applies to your own active sonar vs enemy vessels, so keep that in mind if you want to open up with your active sonar.


So, as is obvious to see, those numbers are EXCEEDINGLY important because they control if the enemy detects you or not, and how close (or far) you're from shaking off being detected.

In fact I'd say those numbers are the most important single thing in the whole simulation.

Niume
05-29-17, 12:37 PM
*Sniff* i smell close release??

Tshark
06-04-17, 10:34 AM
I am really looking forward to this release. I served in the military in the 1980's and still fondly remember the heady days of Microprose and computer games that had exhaustive manuals. With that in mind here is a link to download the Red Storm Rising manual in .pdf format:

http://replacementdocs.com/download.php?view.2474

The sections near the end of the manual cover political and strategic ideologies. Sub tactics and weapon platform descriptions are also covered in pretty good detail. If you are new to 1980's submarine weapon systems and tactics, or would just like a refresher this is a good read.

Hope this helps!

midnight.mangler
06-04-17, 10:45 AM
Thank you! I have been trying to play it on Dosbox to get in the mood for Cold Waters - but it has been tricky without a manual and although I played the heck out of this back in the day my 43 year old brain can't remember how to play it!

Onkel Neal
06-04-17, 12:22 PM
Yep, we have it here as well
http://www.subsim.com/radioroom/downloads.php?do=file&id=5092

Tshark
06-04-17, 01:20 PM
Yep, we have it here as well
http://www.subsim.com/radioroom/downloads.php?do=file&id=5092

I wasn't sure if I should post the Subsim link as it was in the "bonus" section of the website. I think the Subsim's copy of the RSR manual is a little clearer and of course the full game is there as well.

Just one more reason Subsim is one of my regular internet stops! :Kaleun_Cheers:

Delgard
06-04-17, 04:59 PM
In RSR, I remember creating "knuckles" in the water. I will have to search for that.

Memories...

(p. 59)

FPSchazly
06-06-17, 11:00 AM
I had some rather close calls with torpedoes last night haha there were some heart-stopping moments. I've found that when dodging torpedoes, changing the direction of your boat very rapidly and severely is key. For example, if you have a torp coming at you from behind, turn hard port and full dive on the planes. Then, as it's getting closer, try dropping a counter-measure, reversing your turn to hard starboard, and put full rise on the planes. These sudden and complete changes in direction were helping me with some rather close dodges (including when a knuckle gets thrown out there, as well :03:).

Any other tips for dodging torpedoes?

USS Narwhal(SSN-671)
06-06-17, 01:30 PM
I had some rather close calls with torpedoes last night haha there were some heart-dropping moments. I've found that when dodging torpedoes, changing the direction of your boat very rapidly and severely is key. For example, if you have a torp coming at you from behind, turn hard port and full dive on the planes. Then, as it's getting closer, try dropping a counter-measure, reversing your turn to hard starboard, and put full rise on the planes. These sudden and complete changes in direction were helping me with some rather close dodges (including when a knuckle gets thrown out there, as well :03:).

Any other tips for dodging torpedoes?

MOSS Decoys are a must too i have found. also, nice stream last night:Kaleun_Thumbs_Up:

Berserker
06-06-17, 03:27 PM
I have the sim and I think it needs some modding...A simpler way to go to periscope esm radar depth and speed and depth controls like sh4 would be a god send..:D

Hans Schultz
06-06-17, 03:49 PM
I'm playing the 1968 campaign and I'm having a lot of difficulty engaging targets. I feel like whenever I get a contact from the strategic map. I'm at a disadvantage engaging surface targets especially. When I close the range to fire my mk14s and rise to 100 feet i'm almost always detected the cargo ships turn tail and the ASW ships are all over me. Any tips on closing range and getting a good solution without getting detected and or the enemy ships turning away and disengaging?

Delgard
06-06-17, 04:40 PM
NO *****ing the pooch! We got work to do!

:03:

Deepmoc
06-07-17, 04:07 PM
In RSR, I remember creating "knuckles" in the water. I will have to search for that.

I have created a such knuckle .. at 25 knots in 900feet.. at a sharp turn in a torp defence maneuver..

Berserker
06-07-17, 07:34 PM
In cold waters the torpedoes have a huge trace...Is this normal for a real MK 48 ADCAP??:hmmm:? If not can it be improved??:hmmm:

suitednate
06-08-17, 02:13 AM
I'm playing the 1968 campaign and I'm having a lot of difficulty engaging targets. I feel like whenever I get a contact from the strategic map. I'm at a disadvantage engaging surface targets especially. When I close the range to fire my mk14s and rise to 100 feet i'm almost always detected the cargo ships turn tail and the ASW ships are all over me. Any tips on closing range and getting a good solution without getting detected and or the enemy ships turning away and disengaging?


Agreed. 1968 is TOUGH!! Playing on hard difficulty. I'm having the same issues as you are. The Bears and Mays are blowing me away as well. I think the aircraft tend to find you a little too easily (I like realism but not sure they could really find US subs that easily, it's not like I'm always burning around at 20 knots). Also, the 1968 weapons for lack of another way to put it, make winning pretty hard. It seems the Soviets had superior weapons in this time frame.

The Bandit
06-08-17, 11:14 AM
Agreed. 1968 is TOUGH!! Playing on hard difficulty. I'm having the same issues as you are. The Bears and Mays are blowing me away as well. I think the aircraft tend to find you a little too easily (I like realism but not sure they could really find US subs that easily, it's not like I'm always burning around at 20 knots). Also, the 1968 weapons for lack of another way to put it, make winning pretty hard. It seems the Soviets had superior weapons in this time frame.

I mean its not outside the realm of possibility that they are running a criss-cross search and picking you up on MAD if you are too shallow. I agree though the Bears bring much grief and their sonobouys seem to be able to penetrate the layer on a regular basis. They are also uncannily accurate with the depth charges as well.

Berserker
06-09-17, 11:30 PM
Way points for the subs..How do we make them??

Lost At Sea
06-10-17, 09:26 AM
No waypoint yet, you drive the boat all along, every sec and every minute. No command whatsoever. Got me into trouble a few times
Hope the devs will include waypoints, commands, as well as a selection of plotting tools and markers in a future update:)

And can we take clean screenshots without the GUI ? How please?

Lost

Killerfish Games
06-10-17, 09:42 AM
F10 hides the interface for screenshots.
Options : Game " Player Sub marker removes the sub icon.

-Pv-
06-12-17, 12:46 AM
I've been interested in this game since I heard of it. Seems very Dangerous Waters like. However, for a sim which is supposed to be tactical command, the manual driving in three dimensions through key commands seems unreasonable unless you have VoiceAttack which seems to be all but mandatory at this point. No waypoint navigation while you have a tactical map seems unreasonable also. Given the price, I would expect a better interface. I'm holding off on my purchase until I see some UI refinements. Seems you put a lot of work into graphics (ships, ice, water, sky, etc. looks fine) and sea warfare has detailed physics but the UI seems more like "just enough" for the devs to test the game while frustrating the player. I remember all the finesse in the attack setup I learned in DW and RSR and looking forward to getting back in the seat once I see some improvement.
-Pv-

SpiderWire
06-14-17, 05:48 AM
No waypoint yet, you drive the boat all along, every sec and every minute. No command whatsoever. Got me into trouble a few times
Hope the devs will include waypoints, commands, as well as a selection of plotting tools and markers in a future update:)

And can we take clean screenshots without the GUI ? How please?

Lost

Second that.

Navigation could be a little bit more comfortable. Even shortcuts for scope depth etc. would be nice.

Berserker
06-15-17, 08:24 PM
I read the manual and could not find how to load and launch noisemakers..Any hints??

blkdimnd
06-15-17, 09:12 PM
I read the manual and could not find how to load and launch noisemakers..Any hints??

They come preloaded. Press SHIFT+D to drop one.

Berserker
06-15-17, 11:25 PM
I always do things the hard way...I got into a fight with a Russian sub and when he fired a torp at me I went to the sub view and started punching buttons...Cost me 2 subs but I found shift d...:haha: And now that decoys have been found where are the jammers/noise makers shallow and deep??

blkdimnd
06-16-17, 12:14 AM
No jammers.

Noise makers [MOSS, Mobile Submarine Simulator] are loaded in the the torpedo tubes, and fired like a torpedo, but are unguided.

Check out Jive Turkey's YouTube page (https://www.youtube.com/channel/UC9bMgCQyFNaMPsK9GtzM5dQ). He has some good tutorials.

Make sure you load then while in port!!

Kazuaki Shimazaki II
06-16-17, 12:39 AM
I've been interested in this game since I heard of it. Seems very Dangerous Waters like. However, for a sim which is supposed to be tactical command, the manual driving in three dimensions through key commands seems unreasonable unless you have VoiceAttack which seems to be all but mandatory at this point. No waypoint navigation while you have a tactical map seems unreasonable also. Given the price, I would expect a better interface. I'm holding off on my purchase until I see some UI refinements. Seems you put a lot of work into graphics (ships, ice, water, sky, etc. looks fine) and sea warfare has detailed physics but the UI seems more like "just enough" for the devs to test the game while frustrating the player. I remember all the finesse in the attack setup I learned in DW and RSR and looking forward to getting back in the seat once I see some improvement.
-Pv-

I started off with the same feeling, however, as I got the hang of the controls I actually appreciate the way it is done now.

I know automated steering is a popular request, but IMO people should try to acclimatize themselves on the game as it is meant to be played rather than (it seems) insisting on DW-style play as the "gold-standard". Because remember, TMA is completely automated, as is detection. If you automate steering as well, then CW turns de facto into DWlite with better graphics and you might as well go play DW - I mean, I understand it's on Steam now if you lost your disc.

The extra effort it takes to maneuver your boat actually causes you to maneuver it more cautiously than in DW, simply because otherwise it'll be hard to control. Have you ever forced your DW boat into a hard right turn and even added speed just to speed up the turn and then at the last minute told your helmsman the course you want to steer and let him "fix" your reckless shiphandling? Have you deliberately set a massive depth just to trick the algorithm into giving you more dive angle and then (again) told the planesman your real desired depth at the last minute and make him fix it for you? Or got forbid, did a short emergency blow using the MBT to increase the climb rate, then vented the tanks (they vent almost immediately in DW) and again told the planesman to clean up your mess and settle you at perfect periscope depth?

One thing no game can ever do no matter it's realism is getting you to not realize that ultimately you are in your bedroom and not a real sub. Because of this, you will take chances you will never take with the real boat - unless the game doesn't let you get away with that. And I see manual control as CW's way of making sure you will actually steer it like a real sub because you will have to clean up the mess of your reckless maneuvers, not the automated control.

nesbit
06-20-17, 11:52 PM
It seems when I set the torpedoes to shallow, they often seem to stay at depth and sometimes manage to find me. Anyone else see this behavior? Drives me nuts when attacking surface ships.

Still love the game though. Glad the developers are continuing to improve it.

StillFabry
08-04-17, 08:42 AM
I'm playing the 1968 campaign and I'm having a lot of difficulty engaging targets. I feel like whenever I get a contact from the strategic map. I'm at a disadvantage engaging surface targets especially. When I close the range to fire my mk14s and rise to 100 feet i'm almost always detected the cargo ships turn tail and the ASW ships are all over me. Any tips on closing range and getting a good solution without getting detected and or the enemy ships turning away and disengaging?

I've also the same problem. Is Impossible to sink a Kresta Battleship escorted by 2 Destroier and a helicopter with Mk16 10 kyd range and no homing.

Aktungbby
08-04-17, 09:03 AM
StillFabry!:Kaleun_Salute:

anne76
08-14-17, 07:37 AM
I love this game, i am a beginner and need some tips:Kaleun_Salute:

IVO
08-24-17, 10:08 PM
Russians keep finding me with this sub but when i had the Narwall they didnt .
I think in the game the Narwall is maybe better. dunno.

IVO
08-25-17, 12:45 AM
I think it was because I had it set to realistic . :hmmm:

Delgard
08-25-17, 07:31 AM
Stay realistic.

Hegemony Cricket
08-25-17, 08:44 PM
Just wondering:

1. How long will an ASW helo (Hormone?)continue to buzz/dip after its mother ship has been sunk? With all of the excellent attention to detail in this game, I would expect it to have a realistic fuel limit before it crashes/disappears.

2. How many torpedoes can the same ASW helo drop without returning to a ship to re-arm? I believe in real life those models carry only two.

Falkirion
08-27-17, 07:35 PM
Just wondering:

1. How long will an ASW helo (Hormone?)continue to buzz/dip after its mother ship has been sunk? With all of the excellent attention to detail in this game, I would expect it to have a realistic fuel limit before it crashes/disappears.

2. How many torpedoes can the same ASW helo drop without returning to a ship to re-arm? I believe in real life those models carry only two.
I my experience so far:
1) So long as it has fuel, typically though your engagement is going to last a shorter time than its endurance.

2) I've had 3 tops dropped on me by helos before they just dipped and buzzed around. Put a MOSS on a 180 bearing to my preferred heading and bugged out using the MOSS to pull the Helo off me.

-Pv-
09-03-17, 05:41 PM
Seawolf:
"Russians keep finding me with this sub but when i had the Narwall they didnt .
I think in the game the Narwall is maybe better. dunno."

The Narwhal is the quietest default sub in the game. Five Db quieter than the Seawolf and quieter than all the default Russian diesel subs.

Seawolf is 10 knots faster, deeper, better weapons/electronics and has coating Narwhal does not so long distant pings are less likely to return strong off a Seawolf.
-Pv-

alex2011
10-07-17, 04:00 AM
Just wondering:

1. How long will an ASW helo (Hormone?)continue to buzz/dip after its mother ship has been sunk? With all of the excellent attention to detail in this game, I would expect it to have a realistic fuel limit before it crashes/disappears.

2. How many torpedoes can the same ASW helo drop without returning to a ship to re-arm? I believe in real life those models carry only two.


good point you noticed!!! yeah its very boring u must run away miles to evade this ultimate fuel Helo!! !! in SH5 there is a menu u can on/ff fuel -battery - etc.. that help more to be a realistic gameplay

alex2011
10-07-17, 04:10 AM
Seawolf:
"Russians keep finding me with this sub but when i had the Narwall they didnt .
I think in the game the Narwall is maybe better. dunno."

The Narwhal is the quietest default sub in the game. Five Db quieter than the Seawolf and quieter than all the default Russian diesel subs.

Seawolf is 10 knots faster, deeper, better weapons/electronics and has coating Narwhal does not so long distant pings are less likely to return strong off a Seawolf.
-Pv-

In my opinion Seawolf is N#2 in my list because there is a factor called Weapon maneuverability its a military vessel remember ?? so u have TLAM and TASM mixed tube with torpedos in Seawolf laucnh system and no VLS???!! its a
weakness when u have solution an a multiple ships and subs in same time u haven't too much option here u must wait to reload to torpedo or missiles specially in land based missions u must launch at least 8 TLAM !! no more space for any moss and reserve torpedo

Delgard
10-07-17, 10:26 AM
I don't use TASMs and only load TLAMs when told to. I just load about 5-6 Harpoons to use on support ships after I eliminate the escorts. The only missions for TLAMs are static and not time sensitive.

I found that TASMs would be shot down and I would be exposed to enemy air. Even with the Harpoons, I have to deal with enemy air but I am getting better at exiting the area. I just avoid using missiles.

The scenarios, I hope they get developed so that neutrals and worthless enemy targets (trawlers, etc.) are involved. I am thinking that sub tenders, resupply ships get a higher point value than their escorts. I am trying to conserve ammo by only going after critical targets in those cases.

Another thing is the awards system; I get the seven different awards on the first seven missions, then it is caput for receiving. I have not stepped up to the "ultimate" level, but I don't think that should necessarily affect awards. The MoH I lend to campaign completion with tonnage, ammo, and critical targets emphasized. Maybe there are other considerations like not killing neutrals.

I still don't see "many" enemy commanders shooting back down the line of bearing in defense and surface escorts launching missiles to cause me to break wires. As a commander, I launch quickly at any potential, especially if their is a torpedo in the water coming after my responsibilities. Just thinking...

alex2011
10-08-17, 04:05 AM
I don't use TASMs and only load TLAMs when told to. I just load about 5-6 Harpoons to use on support ships after I eliminate the escorts. The only missions for TLAMs are static and not time sensitive.

I found that TASMs would be shot down and I would be exposed to enemy air. Even with the Harpoons, I have to deal with enemy air but I am getting better at exiting the area. I just avoid using missiles.

The scenarios, I hope they get developed so that neutrals and worthless enemy targets (trawlers, etc.) are involved. I am thinking that sub tenders, resupply ships get a higher point value than their escorts. I am trying to conserve ammo by only going after critical targets in those cases.

Another thing is the awards system; I get the seven different awards on the first seven missions, then it is caput for receiving. I have not stepped up to the "ultimate" level, but I don't think that should necessarily affect awards. The MoH I lend to campaign completion with tonnage, ammo, and critical targets emphasized. Maybe there are other considerations like not killing neutrals.

I still don't see "many" enemy commanders shooting back down the line of bearing in defense and surface escorts launching missiles to cause me to break wires. As a commander, I launch quickly at any potential, especially if their is a torpedo in the water coming after my responsibilities. Just thinking...


yea!! their response is very sample its like a 6 years boy is a Escort Commander i remember in a mission there were a convoy with 5 escort 2 on back 3 on front they were head to head with me i select escorts one by one and hit them hard they could see I was destroying each of them one after time but their best response was search around sunken ships with normal speed like normal patrol and finaly i sunk them too.

mem_
10-17-17, 11:08 AM
excellent!

Delgard
10-17-17, 11:43 AM
I take out the closest warships and reload with TLAM, fire, reload, fire, reload torpedo as I evade.

In a group task force. I fire multiple shots even with a minimal solution. The torpedo will find them because they just run away in the opposite direction and the torpedo eventually catches up.

The experience and aggressiveness is really laking.

Neutral ships would slow me down a lot. I see it as a simple shooting gallery.

captgeo
11-13-17, 02:26 PM
I finally purchased this game.

First impression is I have a ton of reading and watching Utube videos to get a grip on this title,SH4 was a ton easier to play.:k_confused:

L16Electech
12-05-17, 12:19 AM
I purchased the game as soon as I saw some of the "lets Play ______" videos on YouTube.

As a former Submariner during the 1980's it really piqued my interest, particularly since one of the videos featured my Qual Boat.

I like the game, with reservations:

The stats for the 688 class are simply wrong. The test-depth is incorrect, as is the periscope-depth. Even on elite seting the reload times are ridiculously short. There's no built-in lag for having to back-haul and store empty TLAM/TASM cannisters, which we had to do IRL.

I could go on.

Still, better than anything that went before it and there appears to be an active and vibrant modder-community, so I'll wait for developments and continue honing (or, perhaps, re-honing) my ship-handling skills......

EnjoyableSTIG
12-05-17, 12:37 AM
Keep in mind this isn't a full simulator. It's an Action game with simulator elements making it have a solid "real feel" while being approachable.

Eagle1_Division
01-05-18, 02:17 PM
Keep in mind this isn't a full simulator. It's an Action game with simulator elements making it have a solid "real feel" while being approachable.

Honestly I was wanting a new Sub Command, basically. Realism is immersive and I love immersive.

Just - after so many years in Sub Command, I just can't get over how great it is to see these modern nukes in modern graphics.

DW had better models, but the textures were still bland, to the point that the graphics weren't a lot better than SC's, despite the much higher poly count.



But long reload times would still be approachable. Doesn't make the game more complex, just realistic. Possibly more difficult - but only maybe, since longer reloads should apply to enemy subs, too. But admittedly that doesn't help much if you're badly outnumbered...

Ramius
01-05-18, 05:05 PM
DW had better models, but the textures were still bland, to the point that the graphics weren't a lot better than SC's, despite the much higher poly count.

Dangerous Waters used the same models that where used within Sub Command and most of those where from Fleet Command.
The only real difference was the new stuff they added with each game.
The model encoder and converter is the same for all 3

MoodyMiC
01-29-18, 02:49 PM
When there is possibility, that enemy sub/ship wont hear your torpedoes being launched. It's good idea to set them to passive, and point them few KYD to the left or right from your sub. And then onto your targets. Also when ending mission while being on reverse, you'll start new encounter, shallow, running on reverse. Campaign map speed doesn't matter :) cheers

Morrissey
04-25-18, 06:21 AM
Right.....here is the beef.

Just completed the 150 day roaming patrol in the Red Storm Rising Mod. On completion of the patrol, I was tasked with a land strike.

I have now attempted this mission numerous times (and by numerous I mean I've lost count :wah:) and I have sunk the escorts on each occasion. I have got my missiles away on occasions as well. However I keep getting zapped by depth bombs from the overhead Bears either on approach and escaping from my firing position. I have tried approaching along the coastline at slow speeds, I have hugged the bottom, I have attempted to approach from a variety of angles but it is always ending the same way. I will continue to attempt to beat them, but a little advice from the REAL experts on here would not go amiss at the moment. :salute::salute::salute:

FPSchazly
04-25-18, 07:24 AM
As soon as you launch all of your missiles, you can end the mission (provided nothing is around to prevent you from doing that).

Morrissey
04-25-18, 11:30 AM
As soon as I take out an escort, I can hear the airborne assets looking for me. On completion of firing off my salvo, when I try to click on leave combat, I am told that there is aircraft nearby and that I need to clear the area, doesn't matter what I try to do to evade, they keep getting me eventually, primarily by depth bombs. I am currently psyching myself up for another attempt.

FPSchazly
04-25-18, 11:40 AM
As soon as I take out an escort, I can hear the airborne assets looking for me. On completion of firing off my salvo, when I try to click on leave combat, I am told that there is aircraft nearby and that I need to clear the area, doesn't matter what I try to do to evade, they keep getting me eventually, primarily by depth bombs. I am currently psyching myself up for another attempt.

"Provided nothing is around" is the key hint here. Go far away and then launch your missiles :up:

Aktungbby
04-25-18, 12:04 PM
MoodyMiC!:Kaleun_Salute: A TRIFLE BELATEDLY, FORGIVE OUR MANNERS!

Polundra
09-30-20, 04:45 AM
I purchased the game as soon as I saw some of the "lets Play ______" videos on YouTube.

As a former Submariner during the 1980's it really piqued my interest, particularly since one of the videos featured my Qual Boat.

I like the game, with reservations:

The stats for the 688 class are simply wrong. The test-depth is incorrect, as is the periscope-depth. Even on elite seting the reload times are ridiculously short. There's no built-in lag for having to back-haul and store empty TLAM/TASM cannisters, which we had to do IRL.

I could go on.

Still, better than anything that went before it and there appears to be an active and vibrant modder-community, so I'll wait for developments and continue honing (or, perhaps, re-honing) my ship-handling skills......

Perhaps you could mention (within non-disclosure limits) those corrected values? That would be immensly helpful. Thanks.

If you can not disclose these, for whatever reason. You could changes those in your local settings. Enjoy!

dannavy85
11-18-21, 07:11 PM
One thing I've tried against enemy boats is closing to "snap fire" a decoy and a Mark 48 diverging away from each other between 15 to 20 degrees then dropping 200 feet if possible. I've fared pretty good with the enemy going after the decoy while I bring the torpedo in for a close activation homing strike. I then spiral dive 400 feet, pop off a sound decoy and 180 out away from the combat action into silent running.

PIC
12-20-21, 07:58 PM
One thing I've tried against enemy boats is closing to "snap fire" a decoy and a Mark 48 diverging away from each other between 15 to 20 degrees then dropping 200 feet if possible. I've fared pretty good with the enemy going after the decoy while I bring the torpedo in for a close activation homing strike. I then spiral dive 400 feet, pop off a sound decoy and 180 out away from the combat action into silent running.

How close do you get before launching the decoy and the torp? And, forgive my newbie knowledge of modern sub warfare, is launching a decoy along with the torpedo standard practice?

TORDO222
06-16-22, 02:02 PM
Signature numbers explained
Excellent!!!.:up:

Aktungbby
07-04-22, 10:36 AM
Sunlitswing!:Kaleun_Salute: