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-   -   Need some help (https://www.subsim.com/radioroom/showthread.php?t=113363)

bballernik 04-27-07 07:48 AM

Need some help
 
Hello. Ive been playing this for a couple of days and I have no previous exp in submarine games or submairne education. I just love subs!

First of all I have been trying on my own to understand some basics of the game using either testing on my own or the manual. Ive picked up some but other stuff is just not really explained well.

I think I know sonar pretty well at least on the american subs, the akula with its circuar sonar is more tricky. Anyway here are my questions and sorry if this is mentioned somewhere on this extremely vast forum:

1. when autosonar is on, the sonar picks up lots of contacts as unknown. problem is it stays this way for ever. the autosonar guy really never classify contacts and when u head in the sonar room to look urself u can classify a contact in seconds using the broadband and then the narrowband search. How come the autosonar never classifies contacs?

2. "torpedo in the water bearing xxx" how do u know if the torpedo is fired on u, or on someone else? i sometimes get the characteristc sound of a "high pitch noise", which seems to get more intense if the torpedo is close, and less frequent when the torpedo is further away, i think? so, are there any good ways of finding out when a torpedo is fired at you?

3. followup to question 2, when to lauch countermeasures effective?

4. i follow a unkown contact so close that i litteraly can see it on the 3d map. but it stays unkown... this is my most annoying problem that the game never can classify.

5. what depths and speeds are best for staying undetecxted? i know so much that u cant run on flank speed when at about 60 feet. i would assume that the deeper u go, the harder u will be to spot? so try to go as deep as possible all the time?

hope the this wasent too much to answer, but i really need this help to make descisions. usually i sit there with sierras 1-25 :) and i dont know which ones to engage and so...

regards. nik the quick

Bill Nichols 04-27-07 09:05 AM

Hi, Nik. Good to see fresh blood in the water ;) .

I don't have time to answer all of your questions at the moment. Instead, I'll point you to my website. On the 'Downloads' page are a number of tutorial-type documents on sub tactics, etc. Also, there are some good learners' missions on the Dangerous Waters Custom Scenarios page. One mission I always recommend for new players is "We Dive at Dawn", which is a low-pressure scenario that lets you exercise / practice a number of sub-driving skills.

:ping:

Dr.Sid 04-27-07 11:23 AM

1. Autosonar will classify contacts depending on how many possibilities there is. It takes him too much time anyway. But he tries to do so and sometimes he makes it.

2. You don't know. You must figure it by yourself. The easiest and quite reliable way is to watch torpedo bearing. If it does not change, it's on collision course. If it changes it's passing by.

3. Torpedo evasion is really complicated topic. It also depends a lot on the game settings you use (if torpedoes explode on CMs) and on mods you use.

4. You must classify manually. Most of the time I just assign friend or foe and class (surface, sub). When it looks like neutral I just mark it neutral and bother no more.

5. In simple words, depth is good. There can be thermal layer which divides the water to 'above the layer' and 'below the layer' .. you usually must change depth to scan both areas. Again, there is no simple rule.


Welcome aboard !

bballernik 04-27-07 11:57 AM

well thanks guys fpr the very very basic stuff... its really an addictive game. even if i dont know most of it its just plain fun and exciting to manuever a sub.

nicholls: im playing ur "tutorial mission". and iam at the oparea. i need to find a sub at some coordinates: n xxx w xxx or something. where is that? how do i set a course for that?

Molon Labe 04-27-07 12:00 PM

Quote:

Originally Posted by bballernik
1. when autosonar is on, the sonar picks up lots of contacts as unknown. problem is it stays this way for ever. the autosonar guy really never classify contacts and when u head in the sonar room to look urself u can classify a contact in seconds using the broadband and then the narrowband search. How come the autosonar never classifies contacs?

Autocrew sucks. And that's not necessarily a bad thing. It provides an incentive for the player to learn to do the job right him/herself. I think it's helpful to think of the AC in the terms it had back in 688I Hunter-Killer: crew assistant. The AI will assist you at the station, but the responsibillity is still yours.

Quote:

2. "torpedo in the water bearing xxx" how do u know if the torpedo is fired on u, or on someone else? i sometimes get the characteristc sound of a "high pitch noise", which seems to get more intense if the torpedo is close, and less frequent when the torpedo is further away, i think? so, are there any good ways of finding out when a torpedo is fired at you?
For distant torpedoes, a changing bearing is a pretty good sign its headed for someone else. If it's an airdropped torp close aboard, you can pretty much assume it's got your name on it.

Quote:

3. followup to question 2, when to lauch countermeasures effective?
http://www.commanders-academy.com/fo...hread.php?t=47

Quote:

4. i follow a unkown contact so close that i litteraly can see it on the 3d map. but it stays unkown... this is my most annoying problem that the game never can classify.
The 3d map is just a representation of the solutions produced at TMA. It does not necessarily represent the actual position of anything but you and your weapons (the 'weapon truth' cheat).

Quote:

5. what depths and speeds are best for staying undetecxted? i know so much that u cant run on flank speed when at about 60 feet. i would assume that the deeper u go, the harder u will be to spot? so try to go as deep as possible all the time?
There's no single right answer to that question. A rule of wrist is to that you're less detectable under the layer in a surface duct SSP. A certain rule is that the slower you are, the harder you are to detect, and also that you're less detectable if you're on the opposite side of the layer as the sensor you're trying to avoid.

Depending on how good DW's acoustic model is, positioning yourself within the SSP might also make a difference. If this is the case, there should be a "shadow zone" about 200ft under the layer, IIRC. Also, positioning yourself at the higher points (speed, not depth) of the SSP should lead to the sound scattering more than it would than if you were at a lower point in the SSP. If these effects exist in DW, they're pretty small.

Kapitan 04-27-07 03:51 PM

It also depends on the platform you play in sonars vary the akula has a diffrent set to a 688i and the 688i has a diffrent set to a seawolf, also weapons are alot diffrent, speeds, diving capibilities all come into the affects of sonar and targeting.

you have to consider every aspect of what you do but the golden rule is silence so depending on the platform you use it changes alot.

Thats if you use submarines.


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