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-   -   How to kill Kilo (https://www.subsim.com/radioroom/showthread.php?t=89467)

BigBadVuk 02-16-06 04:35 AM

LOL>.or maybe fish just sniffed familiar scent...LOL so she realised u r frendly(in othe words maybe u were recognised as no-threat!)...In that condition i think there is no way torpedo can loose u..Unles it was intentionaly turned away from u by manual command..BUt how if that was hello - droped fish?

LuftWolf 02-17-06 12:15 AM

Quote:

Originally Posted by BigBadVuk
LOL>.or maybe fish just sniffed familiar scent...LOL so she realised u r frendly(in othe words maybe u were recognised as no-threat!)...In that condition i think there is no way torpedo can loose u..Unles it was intentionaly turned away from u by manual command..BUt how if that was hello - droped fish?

Oh the APR-2E definately could lose a submarine in that condition. :know:

BigBadVuk 02-17-06 02:21 AM

Yes?..wow.i didnt know that...Hey any 1 have some Database site for recomending,as source for ASW torpedoes and weapons..or anything like that....

LuftWolf 02-17-06 05:42 PM

Whenever I need information on a specific piece of equipment or platform I just type the technical name into Google and see what comes up. :know:

Dr.Sid 02-20-06 03:13 AM

Hm .. magic torpedo evasion in Kilo happened again
 
Hm .. magic torpedo evasion in Kilo happened again. Maybe it has lower ping returns than it had. I had an idea that I could loos the fish because of floor preset. My currrent torpedo evasion tactic includes 'hug the bottom'. Who knows ..

moose1am 02-25-06 10:21 PM

Re: How to kill Kilo
 
I'm relatively new to DW. Still in the learning curve. I made a training mission the other day using a Kilo as the sub that I am tracking with my seawolf submarine. Big mistake. I had to get so close that the kilo and I were in the same 3D image on the Nav screen before I could find it on my sonar. This is with the DW game and 1.03 patch only and not other mods installed.

That thing is extreemly hard to detect with the spherical array even when you are right on top of it.

If this is what our navy guys have to do in real life then I am learning to respect them a lot more. Talk about a hard job to perform.

I made another very simple training mission finally and put an akula I in the mission to make it easier to learn TMA.

I have to get within about 4nm of the Akula before I can pick it up on sonar. Or maybe that was 1 nm. I made the mistake of adding ocean currents to my mission and even at full stop my ship was drifting southward at 3 knots. LOL

I really have no idea on how to use the mission editor yet. So I am just lucky to be able to get some ships in a mission right now.





Quote:

Originally Posted by BigBadVuk
Hmmm..well it is quite simple....This little thing is quiet as hole in the water!..Evry time i get fix on her she is probably already sending me 1-2 fishes. :damn:
...I perfer to drive SW but looks like that even on small speeds (2-3kts) this little bastard can detect me always before i found her!There is only 2 tactic wich i found to be helpful(sometimes :shifty: ):
1. Use layers!..in 1.03 they r strong enough to protect u even from active sonar!
2. Use active sonar,and get the pinpoint on kilo becos she will get fix on u if u relaying only on passive methods(but i dont like this 1)!

Any tips and tricks ?
Oh..yes..I use LWAMI latest version!


sonar732 02-25-06 10:37 PM

I'm sure that y'all have seen this elseware, but if the layer is strong enough and you are deep enough, launch a UUV in your layer and another above the layer after the first reports the contacts. Compair and you've got your Kilo in your sites.

LuftWolf 02-26-06 02:52 AM

Also, make sure you are using your Starboard Towed Array if the water is deep enough, it is *much* more sensitive than the Sphere or Hull array.

Fish 02-26-06 06:24 AM

LuftWolf is right, never use the sphere for detecting subs.

Kapitan 02-26-06 08:34 AM

personaly towed array and narrow band although if the submarine is going fast the sphere will detect it.

Bellman 02-26-06 08:45 AM

'Never...' Agreed, unless you have a contact in your TA baffle and relatively close-in !

Very sensitive that starboard array, but had some surprising results with hanging the port one out even
partly. You can pop her in and out very quickly.

Palindromeria 03-11-06 10:28 AM

in the kilo demo , ffg did not detect my kilo at 2 kts despite the fact the cargo ship it was escorting had just passed almost directly above me. :o :|\

Kapitan 03-11-06 10:33 AM

Kilo is a very quiet submarine if its hit by active sonar it will show up but if not then you need to see it in narrow band sonar on submarine's or have a MAD detector on aircraft.

LuftWolf 03-11-06 04:13 PM

Quote:

Originally Posted by Palindromeria
in the kilo demo , ffg did not detect my kilo at 2 kts despite the fact the cargo ship it was escorting had just passed almost directly above me. :o :|\

I have heard that the Kilo demo is rigged... the mission is designed so the FFG does not fire, even if it detects the Kilo first, it waits until the Kilo fires the first shot.

(This is a feature of the mission editor... I guess SCS wanted to set the bar low for potential customers, hehe )

Palindromeria 03-11-06 11:46 PM

[quote="LuftWolf"]I have heard that the Kilo demo is rigged... quote]

:doh:

Qppralke 03-12-06 07:42 AM

How fast can Kilo go and still run silent ?

Dr.Sid 03-12-06 07:50 AM

Main difference against nukes comes under 5 kts. At 0 it is just hole in the water, at 3kts it is detectable from few hundret meters, but that's just it.
at 5 it is reasonably quite and at 10 it is just normal sub. When cavitating or surfaced it makes same noises as nuclear sub.

These are just my 'experience' values. Somebody posted graph or noise levels, but I don't have that link anymore.

Qppralke 03-12-06 08:03 AM

tnx


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