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No event window for me, but points 18 and 19 are definitely important
all escort evasion should be done manually I prefer to switch between hydrophone and map the periscope trick is also good, hadn't thought about using the obs scope as well but that's really clever, you can even preset them for where a ship will be in the future when you want to fire say 1 minute in advance or so. especially good for that quick-fire sterntube shot |
Well, I am still working on it.
What I have found is that you can use the attack and observation scopes independently except when you hit "L" to lock. Then, all targetting devices are slaved to the subject ship of the active view. I had thought I could perhaps line up a target on the bow and the stern at the same time! :) |
that you can, just don't lock, or lockat say 354 gyroangle, set the TDC for the rear tube, unlock, use attack scope to fire forward tubes, go back to obs scope, aim it at 0 gyro, hopefully there's a ship corssing now, don't lock and fire.
not sure if that'll work though, haven't tried it out, used to do some experimenting way back when in vanilla sh3 but no time for that with GWX |
Does anyone know if the escorts can hear your tube doors being opened and flooded?
I ask, because if you have ever played DW/SC and watched on broadband sonar, you will see a definite band on the waterfall track when the tubes are being prepared to fire before you get the TIW. Thanks. |
Does anyone know if the escorts can hear your tube doors being opened and flooded?
I ask, because if you have ever played DW/SC and watched on broadband sonar, you will see a definite band on the waterfall track when the tubes are being prepared to fire before you get the TIW. This proves especially useful in the game since only torpedoes generate a TIW. A subroc (underwater launched rocket which fast tracks a torpedo to your location by dropping it into the water) does not generate a TIW. So, if you get tubes being readied with no TIW on a Russian sub contact, he has just launched a subroc at you most likely. Also, the rocket itself generates a significant transient on that bearing as well. Thanks. |
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Or maybe you mean passive sonar / hydrophone? |
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I meant passive, of course.
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Let's not forget that time is on yourside, fellow Kaleuns. Unless youre being rundown by a fast or very fast convoy, you should pick the most opportune time and location. Data collect as much as you can and attack their weaksides.
Ex. I had a big convoy with medium escorts and chose to attack their weak side which happened to be the starboard rear area. I was able to run silent running off and at about 1/3 speed because I was bringing my stern tube to bear. No one picked me up, I can say this with absolute certain because I play with the detect-o-meter on and the little uboat didnt change color from green. believe the nearest escort was about > 3km away. |
About the meter, I am confused what it tells you (not using it at the moment):
(1) How much of a signature (stealthy) you are making in an absolute sense? (2) How likely you are to be detected by those who are looking for you? Also, what variables are considered for visual and sound? There are many. Specifically, do these 8km and 16km mods affect the enemy's ability to detect you visually? Thanks. |
1. In an absolute sense, you making a good deal of noise because...
2. the escorts are very good at picking you up. Once I encountered a convoy had to make a quick turn and went ahead 2/3, submerged, and the escorts were about 2-3 km away and the detect-o-meter changed from green to red for about 3 seconds and they came directly looking for me. From what I hear, and know from experience, is that the DD's in GWX are tough. I'm not sure about variables but I think you cant make too much noise even around large convoys where the SNR is loud without counterdetection. edit: I dont think the km visibility affects their dectability. Unless they suddenly appear right on top of you, in which case this would be a timecompression problem. These are the only times that I know of when I've seen the uboat detector turn red with out warning. |
Reminds me a bit of some of the stock missions/campaign in Sub Command. A booming voice announces over your speakers, "You've been counter detected!"
Yes, it does seem that time duration plays no role in their listening. The other day, I was practicing and I accidently hit "3" instead of "F3". Of course, I realized my mistake and fixed it almost instantly. No matter. An escort came to my exact position and started pinging. |
I havent played DW or SC recently, but detection in sh3 acts almost in the same way. Make sure you crew is up to speed and you'll do much better, especially with detection/counter-detection.
I cant answer for the actual values in this or the AI algorithim, but their pretty damn good. Usually the first DC attack is the kill shot. After that too much of a noisy environment and they loose a bit. Once you get going after the 1st DC attack keep up the stealth. YOu have to manually use the sonar if you want to be ontop of just about everything. edit: unless theyre pinging you, then no holds barred clear datum as fast as you can. |
There are two ideal ranges:
1500-3000 meters for targeting multiple ships, with TII or TIII. Usually distance between ships in a convoy is about 500 meters, a TII or TIII runs 927 meters per minute, which means it takes about 30 seconds to run 500 meters. If you hit one ship in a convoy, all ships will zig-zag, making it harder to hit. My way of attack: aim at the first target 2500 meters from you, launch torpedo and aim at second one which is 2000 meters from you, launch the second torpede on the second target when the first torpedo had been launched 30 seconds. Then two targets shall be hit almostly at the same time. In GWX many ships still have weak points, so you are lucky enough, you can destory 4 ships in a single attack:damn: The other ideal range is 300-500 meters, keep yourself in the middle of the convoy and aim at the weak points, one torpedo kills on ship:rotfl: Weak points: The most valuable merchant is LARGE MERCHANT, weak point is between the first mask and the bridge. C2/C3 and cargos smaller than them: one torpedo is enough to sink them if you hit under the last mask. |
Excellent read, folks
Detection threshold is the key, then your attack |
Well,I don't see any sense of getting inside a large convoy.You see,if you are within a convoy,and suddenly get compromised,a real mess is starting around.
All ships start zig zagging,one ship closes the line of fire into other ship and vice versa.In addition,you have got a pretty fast escorts inbound on your position. And everything usually ends quite uselessly,all ships escape,or do such zig zaggs that you're simply unable to target them,escorts arrive at your position or force you to crash dive and turn 2 knot speed there.And all hunting ends at this point. The real moment of truth is not getting yourself inside the convoy,but when you do a correct,predictable convoy interception course plotting.The ideal convoy attack position is not within,but outside a convoy,and such position maybe described by the following: 1.You start getting reports from Sonar Man,saying:"Merchant Closing"."Closing" means that you are already on correct course of interception. 2.There maybe visual contacts from observation officers on deck,saying "Ship Spotted".After that you may submerge to periscope depth or even deeper and get correct bearings as well as speed,distances of the rest ships inside a convoy. 3.At this point,you may rise a persicope and start planning an initial convoy torpedo attack.You are master of your own,you may do everything calm,without rushing or looking around for inbound escorts.You pick up valuable targets,set correct gyro angles,set torpedo depthes and speeds (for TI-G7A torpedo) and perform and sniper,marksman launch.And if you do everyting correctly,you may sink 3 or even more bigger ships.Moreover,it very important that you are unspotted at your attack position,you crash dive,evade escorts and may repeat an attack within next hours.Actually,you may destroy the whole convoy within several days.I think such precise strikes are the exactly those,a Type IX U-Boat was designed for- to follow a convoy and strike night after night.But each attack must be precise and successfull,as well as effective regarding to sunk ships quantity.And for all that,you need a favourable attack position,which is to my mind,always - outside a convoy. That's just my personal opinion,you may disagree with.Good Hunting,Kaleuns!:D :up: |
Genghis Khan,
Are you talking about distant submerged night attacks on convoys? If so, how do you do it, since it generally looks pitch black to me at night and I don't know how could target anything. Thanks. |
MarkShot,I must admit,I do use targeting help,just rotate the periscope and search for target marks,if they are closing on my position,and valuable at the same time,I prepare a launch.But I think,that normal visibility is needed in any range of attack.
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Targetting marks - you mean you are using the auto target option?
Myself, I am using the Weapons Officer. I suppose then, similar to you if I scanned the scope across the darkness, I could watch the contact type field change on the notebook. Then, simply lock it and shoot. Thanks for clearing that up. |
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