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Well I broke and gunned the bastard out of the atlantic first time.
Thanks for the links Teddy, perhaps that should be made into the nygm manual, a sort of player's guide to the harsh reality of Un-Grandmotherly Warfare. I think perhaps I might have begun to understand a bit of the tactics you describe, TeddyBär. Yes, the pinging drives me up the wall. I actually yelled out at my monitor "How the hell did he find me!!" after I had gone undetected for several minutes. I know I must have yelled because my dog went completely nuts jumping up and trying to appease his old man. I have become much better at using my hydrophones to listen after his movements and try to counter them with my own. So I keep undetected for longer now, and even if I experience heavy moments of :damn: 'ishness I do feel very sly and super proud even i I just sank one ship and had to take 3 hours of pounding for it. And we're talking a 1940 flower corvette here :oops: I mean, how am I possibly going to LIVE through anything beyond 1942? Oh and another thing. Will North Sea patrols be possible, even? If you need at least 100 meters of water below your keel to survive, many places in the north sea won't be proper. |
If I am in middle of north sea with no lands nearby as doesnt have the depth I like to go, I avoid DDs as much as possible or fire a TIII G7e if its a lone DD heading just straight with unaware that Im nearby, then leave the area after just in case more DDs show up, but still submerge cuz of planes.
I havent tried NYGM before, but I am using GW. I like to use land or islands as tactics against DDs if I am nearby. 1. before I enter the area or plan to sink stationary ships at ports, I attempted at getting DDs attenions that are patroling the area by being other side of the land or island as firing deck gun or have other ship or plane to spot me, they rushed straight to me and got themselves stucked ashore on land. 2. if I am being detected, I get to be very close to the land as possible, most times DDs get stuck when they run to DCs on me. 3. I like to camp very close to land where bottlenecks are for ships or conveys passing by also DDs usually passing by, but they cant detect me better than me being away from land due to waves crashing sounds. Land is your friend. |
I'm just curious, why didn't you just put a torpedo down his throat? Or aft ninety him? Granted he's only 950 tons but deep-sixing him would take care of the problem and make it a bit easier to continue biting off merchants.
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Make sure your gramophone is off!:rotfl:
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I will give you a very good piece of advice even if it doesn't answer your question. What ever you do, do not save and reload while being DCed. I had a VW class DC me for 4 hours to the point he ran out. I had to leave the house so I saved and quit. Came back loaded the game he had a fresh set of Wasserbombs to blast me with another 4 hours under and I am starting to run out of O2. So I had to waste a torp to take him down.
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Wow!
http://img508.imageshack.us/img508/9...esome1r3jm.jpg I should visit general forum more often... @Immacolata: Here are my current sound settings for sim.cfg, used together with a stock AIsensors.dat file... Quote:
Haven´t changed speed factor so far, cause of not knowing it´s use untill now; lol Things i´ll try next: - Lowering the speedfactor for hydrophones - decreasing the Lose time for Sonar Game is still to hard for me, guess i suck as as a sub skipper... edit: the upper part of my sim file: Quote:
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works very well.
The constant red stealth meter is gone when a DD is using active sonar... Quote:
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They can hear you within 1km if you are going 2kt and they are not showing you their 5-6-7. Period. At 1kt you can not cover enough ground or turn fast enough to keep either end pointed at them. nor can you get far enough away to break contact. From where I sit, you have to A. Sink them or B. Something else. I have yet to figure out what B is. You can turn 360 in about 20 minutes, and cover 1k in about 40 minutes, while they can do both in about 40 seconds. You can not succeed at your immediate task of keeping two opposed 20 degree arcs pointed at them and you can not prevent them from succeeding at pointing their contigious 220 degree arc at you. This is in a game where you are trying to create and maintain distance. They have time, you have a timer. And you are outgunned about 100 to 1. LOL. Seriously, unless the AI crew is set to 0 skill and a storm comes up, 1 DD and anything else is tough to get away from, in any depth. I am tinkering away at it simply because I am tired of resorting to sinking them. I used to play with lost contact time at 40 all the time, now I feel lucky if I can get 5 minutes without flashing red, playing at 15 min. Unfortunately, I am finding the hydrophone speed factor to be somewhat of a light switch - they either have fully capable bat ears or are stone deaf depending on their speed. Currently using mostly detection time... [Hydrophone] Detection time=5 ;[s] was 0.75 in nygm2 Sensitivity=0.04 ;(0..1) Height factor=0 ;[m] Waves factor=1.0 ;[>=0] Speed factor=16 ;[kt] was 18 Noise factor=0.25 ;[>=0] This seems to create a bit of uncertainty on their part after contact, but is a litte too far in the subs favor IMO - they miss initial contact too often. I guess I will have to muddle about with some of the other factors. |
Greetings U-Bones!
For me the "i´ll be death soon situation" always happens when they´re going active. 2 of those pingers and i´m doomed for sure. With losetime set to 2 sec i´m much more happy. You´re right with the speed factor, guess i´ll go back to 15 or 16 like you. But somewhere i´ve read passive sonar in ww2 was useless when moving more than 12 kts, so maybe it´s just what is was like... I´ll do further tweaking ´till i found a setup that fits my personal needs and just for the fun of doing it...:D Don´t know it was noticable that hard in vanilla game, but i have now a huge difference in running 3 knots with and without silent running. I like that, and i really hate to clicking the boat to 1 knot. The worst thing here is the chief telling me (in german) "Actual speed=0 knots) Not an option for me, pressing z is much more satisfying. Chief:"Aye sir, silent running" much much better |
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Agree 12kt should be too noisy for them to easily hear us, but at speed factor +1 they just start chuggin on by and never wanna play ;) It sucks to have to wave your periscope at them in 505 :-? I havn't really started playing with sonar - passive is killing me well enough lol. |
What would be nice to have, is when you're in shallower water, ie: 120 meters, and you're running close to the sea floor, is have the ASDISK pinging lose you as a contact, as the ping also bounces off the sea floor masking your whereabouts. Granted you'll have to stay within 1 or 2 meters of the bottom. It happens with my fish finder which is more accurate than the detection equiptment of WWII. If the school of fish changes depth, and gets close to the bottom of the river or lake, I'll lose part of it, or sometimes all of it from the backround noise created. Granted a school of fish is nowhere near the size of our boats, but the effect would be similar with the primitive gear used then. At least make it harder for them to get a location on us in those circumstances.
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I've noticed that I can get away fairly easily from early war convoy escorts as long as I'm in deep water, using the tactics described above. Dive deep (100-150m), go to silent running and 2 or 1 knots, and travel away from the escorts (keeping your profile small). I've also found it handy to make sure there's some distance between you and the escorts, and travel at 1/3 or standard at periscope for a length of time (I usually keep at p-depth until I'm on the fringe of the convoy). From a sim point of view, I don't know if the escorts are confusing my noise with the convoy's, but it's seemed to work so far. They'll end up DC'ing a spot several hundred to thousands of meters away.
I've also tried it in shallow water (40-60m), without much success. I managed to avoid his DC's alright, but he kept detecting me every time he'd come around after his run. ASDIC would start up, and he painted me like a deer in the headlights. I ended up fooling around with time compression so he'd leave, rather than be stuck at the computer for several hours at 1x TC. The weather in most of the accounts above was around 6-10 m/s winds, decent visibility (fog=light, no precip., etc.). On the other hand, I had the opposite situation last night. Time was midnight, weather was 15 m/s winds & clear skies. I had spent what seemed like weeks in rotten weather with no visibility (15 m/s winds, heavy precip, heavy fog), so I had nothing but 2,000 tons on my kill list. Then I come across a Class C destroy, patrolling above Loch Ewe. Remember, 15 m/s winds and midnight. I was abeam of him (AOB 90 Port), took a couple plottings, and fired off a fish. I cheated a bit, and used the external camera to watch the torpedo pass a few meters off his stern. Fired off a second, passed in front of him by just a hair. :damn: At that point, I got frustrated. He hadn't noticed me, so I figured I'd fire up the engines, start taking depth readings, whatever... anything to get him to come around so I could place a torp in his teeth. Nothing worked. Finally, I got irritated enough to pull in about 800m behind him and follow him. Fired a magnetic torp off (missed), fired an impact and hit him in the stern. Got some sort of secondary explosions... and he turned on his searchlight. Pointed straight forward. No course change (does the sim track damage to AI steering gear?). He just kept motoring along until he took in enough water to bring his stern under the waves, then pitched to starboard until he capsized. Not a shot fired, nothing except his searchlight pointed forward after the torpedo hit. Worst part is, once I ID'd him, I told myself that I was going to have to apologize to the crew for hunting a Class C (and probably getting myself sunk in the process). :nope: |
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