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-   -   Detected via Sonar Ping While Sitting Still? (https://www.subsim.com/radioroom/showthread.php?t=210241)

merc4ulfate 01-01-14 11:19 PM

This is my current mod list.

Generic Mod Enabler - v2.6.0.157
1_TriggerMaru_Overhaul_2-5
1_TMO_25_small_patch
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Traveller Mod v2.6 TMO
#1 Real Environment mod install
Traveller Mod 2.6 Patch 1 - ISE v3 Patch
#4 Warships retextured
Traveller Mod 2.6 No Midway Transfer
Traveller Mod 2.6 No DC Camera Shake
Traveller Mod 2.6 Larger Search Patterns
Traveller Mod 2.6 Harder Enemy AI Escorts
Traveller Mod 2.6 Automatic Ship ID
Traveller Alternate Main Loading Screens
Convoy Routes TMO+RSRD
tambor198's TMO+RSRDC missions pack

I prefer the harder escorts because to me the game is too easy. I need the added challenge of trying to figure out how to get a decent shot while not being sunk.

I suggest you pay attention to sea state. Even with harder escorts I have gotten within 800 yards of escorts patrolling ahead of Large task forces. The key almost 100% of the time is sea state. The rougher the water the harder it is for them to hear me.

With the mods I run I have seen sea states with waves over the periscope on the surface. While that makes it quite hard to use my deck gun on merchants those types of seas make it hard for escorts to detect you. It also helps if your spotted in making your escape. I had three escorts spot me at 9000 yards south of Tokyo harbor but the sea state was such that they could not hit me before I went under at 4000 yards from them.

Early detection and good triangulation in plotting intercept courses to get you ahead of your target will work in your favor to get you the tonnage you seek.

If you can not get ahead of them then ask yourself is it worth being spotted to try a surface run. I'll skip a target rather than take a risk of being seen and hit by their deck guns.

If I am close enough, 7nm or less, I will run at flank speed at periscope depth in order to reach a firing point but only if that target is a merchant. Batteries can be recharged so use them up if it will get you at a good angle for merchants alone.

Radtgaeb 01-02-14 01:19 AM

Quote:

Originally Posted by merc4ulfate (Post 2158940)
This is my current mod list.

Generic Mod Enabler - v2.6.0.157
1_TriggerMaru_Overhaul_2-5
1_TMO_25_small_patch
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Traveller Mod v2.6 TMO
#1 Real Environment mod install
Traveller Mod 2.6 Patch 1 - ISE v3 Patch
#4 Warships retextured
Traveller Mod 2.6 No Midway Transfer
Traveller Mod 2.6 No DC Camera Shake
Traveller Mod 2.6 Larger Search Patterns
Traveller Mod 2.6 Harder Enemy AI Escorts
Traveller Mod 2.6 Automatic Ship ID
Traveller Alternate Main Loading Screens
Convoy Routes TMO+RSRD
tambor198's TMO+RSRDC missions pack

I prefer the harder escorts because to me the game is too easy. I need the added challenge of trying to figure out how to get a decent shot while not being sunk.

I suggest you pay attention to sea state. Even with harder escorts I have gotten within 800 years of escorts patrolling ahead of Large task forces. The key almost 100% of the time is sea state. The rougher the water the harder it is for them to hear me.

With the mods I run I have seen sea states with waves over the periscope on the surface. While that makes it quite hard to use my deck gun on merchants those types of seas make it hard for escorts to detect you. It also helps if your spotted in making your escape. I had three escorts spot me at 9000 yards south of Tokyo harbor but the sea state was such that they could not hit me before I went under at 4000 yards from them.

Early detection and good triangulation in plotting intercept courses to get you ahead of your target will work in your favor to get you the tonnage you seek.

If you can not get ahead of them then ask yourself is it worth being spotted to try a surface run. I'll skip a target rather than take a risk of being seen and hit by their deck guns.

If I am close enough, 7nm or less, I will run at flank speed at periscope depth in order to reach a firing point but only if that target is a merchant. Batteries can be recharged so use them up if it will get you at a good angle for merchants alone.

All great tips, thanks! The problem I was (to some extent still am) having is that, when I did properly plot a likely course and pulled up in front of it to wait it out, I got pinged forthwith and I'd have to pop it into flank and dip below the thermal layer before I got a proper beating. I got good at running away, but I still cannot seem to get a shot off before the Japanese tin cans ping me once or twice and go "Oh, hey! There he is!"

merc4ulfate 01-02-14 09:15 AM

With some task forces I have noticed a pattern. The lead escort can be as much as 5000 yards out in front of the group. I have sat as deep as I could go, all stop and silent running and simply waited for the escort to pass overhead.

Once I was sure the escort had passed and was at least 500 yards past me, putting me in between the escort and the group, I remained at all stop but ordered periscope depth.

This gives the escort more time to keep going away from me plus begins my rise to attack depth. I generally view task force speed as 15-20 knots so I figure how long that will take for the group to reach me. If the time is to short then I will add some engine power to ascend quicker.

I also will try to have my bow pointed at the group. If they are headed 000 then I'm pointed generally at 180. It takes to long to turn so if I can get my bow fish out it allows the groups speed to pass me so all I have to do is turn the scope and fire the stern tubes as well.

After that I do not care if they hear me so I order crash dive to a safe depth and reload and hope I sink or wound a ship enough to surface later and finish her off with another salvo.

Tombomsee 01-02-14 10:07 AM

Quote:

Originally Posted by gi_dan2987 (Post 2158455)
Now this is how you play American subs in the Pacific in SH4. SH3+GWX3 is a whole nother animal. Happy Hunting! :salute:

Hi gi_dan, thanks a lot for this brief description ! Saved lots of time adjusting myself from SH3 to SH4 :up:

gi_dan2987 01-02-14 10:35 AM

Quote:

Originally Posted by Tombomsee (Post 2159099)
Hi gi_dan, thanks a lot for this brief description ! Saved lots of time adjusting myself from SH3 to SH4 :up:

That's what I'm here for, to give any and all knowledge to all who desire to have it.

American fleet boats are totally different than U-boats in the way they're designed, the way the crew must work to make it function, and the way the targeting system worked. German subs didn't have the fancy position keeper feature to their TDC as American subs did, and German subs also didn't have active sonar until later in the war.

The only thing between the two, is that a U-boat typically could dive a lot faster, and in some cases deeper, than a US fleet boat. The fleet boat typically carried a larger payload of torps and had a greater number of tubes to bear upon the enemy. It was a trade off for sure, and transitioning between the two can be difficult.

Also you now deal in Nautical Miles instead of Kilometers. Try that one on for size after you've been playing SH3 for a while :up:

Ghost Dog 01-02-14 11:29 AM

Obviously the biggest factor in tactics and gameplay difficulty is going to be each user's mod setup. Only the basics stay the same: active sonar (pings) dont care about speed and noise of target. You're a hunk of metal, whether moving or staying still.

Regardless of which SH4 mod you use, I think standard US evasion tactics can work. After conducting your attack in your preferred method, flank speed to crush depth, turning away from escorts then run silent. Its simple, but if you've got enough water under you it can work.

Admiral Halsey 01-02-14 11:33 AM

Quote:

Originally Posted by Ghost Dog (Post 2159122)
flank speed to crush depth

Crush Depth? I've gone that deep before and it's not something you do more then once. Mainly because you never get a second chance.

Ghost Dog 01-02-14 11:42 AM

Sorry, I meant TEST depth!!

Radtgaeb 01-02-14 02:57 PM

I guess I'm just stupid or unlucky. I've been following Ducimus' guide and keeping a low profile below the thermal layer on approach, but when I try to make a move to rise to periscope depth to line up a shot, the escorts immediately detect me and make a beeline for me.

When I go to rise, I generally am running 1/3rd at silent run or I do an all stop and rise to P.D. Guess I am just no good at SH4.

Dread Knot 01-02-14 03:12 PM

Quote:

Originally Posted by Radtgaeb (Post 2159201)
Guess I am just no good at SH4.

Or maybe no good at TMO? Remember this is a mod that takes some serious ahistorical liberties with Japanese ASW capabilities to make the game more challenging. That's why I tend to stick with RFB and RSRD.

However, even with TMO you can eventually learn the AI's habits and how to best work around them. In addition, I believe there is a version of TMO that has the Japanese sensor levels lowered a bit too. Sort of a TMO lite.

gi_dan2987 01-02-14 03:33 PM

Quote:

Originally Posted by Radtgaeb (Post 2159201)
I guess I'm just stupid or unlucky. I've been following Ducimus' guide and keeping a low profile below the thermal layer on approach, but when I try to make a move to rise to periscope depth to line up a shot, the escorts immediately detect me and make a beeline for me.

When I go to rise, I generally am running 1/3rd at silent run or I do an all stop and rise to P.D. Guess I am just no good at SH4.

I never liked TMO honestly. It's a tad extreme in the other direction. I always play RFB+RSRD when I do play SH4. I've found this to be a well-rounded historical mod combo.

Radtgaeb 01-02-14 03:44 PM

Maybe I'll load up RFB. I think my "Oh, FFS!" moment that broke my will was when I was merrily chugging back to port from a patrol, then all of a sudden exploding and sinking fast.

A sub chaser had followed me and fired upon me, apparently. No watch or contact update, which I thought was strange...so I entered external cam to try to flind the source of the shelling. I had to zoom out far enough I could see the curvature of the earth to find the tiny pixel (ship) that had cooked my goose. :stare:

Dread Knot 01-02-14 03:52 PM

Quote:

Originally Posted by Radtgaeb (Post 2159230)
Maybe I'll load up RFB. I think my "Oh, FFS!" moment that broke my will was when I was merrily chugging back to port from a patrol, then all of a sudden exploding and sinking fast.

A sub chaser had followed me and fired upon me, apparently. No watch or contact update, which I thought was strange...so I entered external cam to try to flind the source of the shelling. I had to zoom out far enough I could see the curvature of the earth to find the tiny pixel (ship) that had cooked my goose. :stare:

Another good basic mod worth looking into is Games Fixes Only (GFO) Basically, it corrects some of SH4's more glaring errors and flaws (such as the ungodly numbers of Japanese aerial contacts.) It also includes some nice graphic touches over the released version.

Radtgaeb 01-02-14 03:58 PM

Will do. But, it wasn't a plane, it was a destroyer or cruiser that had spotted and zeroed in on me from....more than several NMs out. I'm by no means an expert on IJN gunnery capabilities circa 1943, however I don't believe the kind of accuracy they were immediately able achieve on shot number 1 would've been possible.

aanker 01-02-14 07:41 PM

Quote:

Originally Posted by TorpX (Post 2158496)
Play RFB + RSRDC, instead.

I don't intend this as a shot against TMO, but when Duci was working on TMO, people wanted a harder game, and that's what he provid.....


I enjoy RFB too, ....... Happy Hunting!


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