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

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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