SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   Silent Hunter III (https://www.subsim.com/radioroom/forumdisplay.php?f=182)
-   -   Damm Hedgehogs (https://www.subsim.com/radioroom/showthread.php?t=88609)

bill clarke 01-21-06 07:13 PM

Damm Hedgehogs
 
Was playing the U505 single mission and was trying to see how well i could do without the continued use of "gods eye". Well I was doing reasonably well taking reports from my sonar man utilising silent running and decoys. I managed to sink 2 Everts class DD's, but the 3rd everts got me, all of a sudden my hull is down to 17%, what the ****. a quick check with gods eye, revealed thoses blasted bombs sinking around me, one ofr more must have got me.
So guys, is there a way to know that these have been fired ? certainly the sonar man said nothing, unlike with DC's and "wasserbomb".

Marhkimov 01-21-06 07:30 PM

Even if you know ahead of time that Hedgehogs are on the way, there's nothing you can do about it. There is absolutely no way to dodge an oncoming salvo of those things. It's impossible.

Just sit on your keister and watch the fireworks... :rotfl:

bill clarke 01-21-06 07:49 PM

I have read in various threads that the asdic in this game is better than it was historically, and that there are no thermal layers moddeled, is there a mod that address these 2 issues ?

Ducimus 01-22-06 03:22 PM

Quote:

Originally Posted by bill clarke
I have read in various threads that the asdic in this game is better than it was historically,

Yup, active sonar has no minimum range. As i understand, historically they could walk themselves up so close, but at a certain distance the sub fell under the active sonar cone and hence lost contact momentarily. But they knew your general location. In SH3, stock settings, they never lose contact and know precisely where you are when they fire those hedgehogs. The only time you *might* lose contact is when theyre directly above you. Theres a 10 meter hole in passive sonar, but active has no minimum distance.

And yes, there are mods to fix that.

bill clarke 01-23-06 03:12 AM

Quote:

Originally Posted by Ducimus

And yes, there are mods to fix that.

can you name them off hand ?

The Avon Lady 01-23-06 03:30 AM

Quote:

Originally Posted by Ducimus
In SH3, stock settings, they never lose contact and know precisely where you are when they fire those hedgehogs. The only time you *might* lose contact is when theyre directly above you. Theres a 10 meter hole in passive sonar, but active has no minimum distance.

I notice that pinging ceases when an an escort's pinpointed you at a distant much greater than 10 meters.

Weren't hedgehogs fired at a distance of 250-350m or so? If so, historically, wouldn't they still have you detected at such a distance.

More, have a look at this page. It says there, under "147F Type (1943)":

"This new design, which added depth determining capability, could accurately track a target within 20 feet."

Ouch! :dead:

GOZO 01-24-06 09:47 AM

Re: Damm Hedgehogs
 
Quote:

Originally Posted by bill clarke
Was playing the U505 single mission and was trying to see how well i could do without the continued use of "gods eye". Well I was doing reasonably well taking reports from my sonar man utilising silent running and decoys. I managed to sink 2 Everts class DD's, but the 3rd everts got me, all of a sudden my hull is down to 17%, what the ****. a quick check with gods eye, revealed thoses blasted bombs sinking around me, one ofr more must have got me.
So guys, is there a way to know that these have been fired ? certainly the sonar man said nothing, unlike with DC's and "wasserbomb".

Yes they are horrible weapons. It gets even worse if they are launched in shallow water since you get the blasts from the ones hitting the seafloor. Tried to pass Dover-Calais in 1944.... "Geronimooooo :arrgh!: ..... :dead: :dead:

EVEN the PT-boats got them in -44. Although they need a direct hit in deep water to damage you. Watched for fun once how I passed between two of these buggers. Also for DD:s expect a DC attack 10 seconds after the Hedgehogs as well. :stare:

GOZO 01-24-06 09:51 AM

Quote:

Originally Posted by The Avon Lady
Quote:

Originally Posted by Ducimus
In SH3, stock settings, they never lose contact and know precisely where you are when they fire those hedgehogs. The only time you *might* lose contact is when theyre directly above you. Theres a 10 meter hole in passive sonar, but active has no minimum distance.

I notice that pinging ceases when an an escort's pinpointed you at a distant much greater than 10 meters.

Weren't hedgehogs fired at a distance of 250-350m or so? If so, historically, wouldn't they still have you detected at such a distance.

More, have a look at this page. It says there, under "147F Type (1943)":

"This new design, which added depth determining capability, could accurately track a target within 20 feet."

Ouch! :dead:



Great link by the way ! Thanks!!:D :D

STEED 01-31-06 04:24 PM

Hedgehogs :dead: are not nice :nope: I hate them

Ducimus 01-31-06 04:41 PM

When i made my prior response i think i was thinking of super acurate Depth charges. HH's are "ahead thrown" while active sonar contact could still be maintianed (which was the whole idea) How well they can mainitain contact before the HH's are thrown i dunno. I have no idea of how far a HH is thrown , versus the min range of active sonar.

Redwine 01-31-06 04:56 PM

Quote:

This new design, which added depth determining capability, could accurately track a target within 20 feet.
May bemy bad english but it is not clear for me.

I understand it can track a target with +- 20 feet error, not clarified if in range or in depth, seems to talk about depth.

I dont think so it means the device can track a target nearest as 20 feet.

I am wrong ?

PD :

Good site Lady...downloaded and stored. :up:

STEED 02-01-06 05:47 PM

NOT AGAIN :arrgh!:

Hedgehogs I hate them :help:

Ducimus 02-01-06 06:14 PM

My (rather gamey) solution to HH's to enhance my own enjoyment of the game was to make them detonate starting at 200 meters, with a 50 meter accuracy.

Meaning that at 200 meters to 250 meters they will randomly detonate. So if i get under 200 meters fast enough, i have a fighting chance, but they can still get me, depending if they detonate before they reach me or not. net result is going deep is the only thing that can save my hide, but DC's at that depth can really put the hurt on. If i get any hull intergity loss, at that depth, the boat goes *crunch*. I can hit flank, blow ballest, and try ands surface, but ive yet to make it to shallower depths in time before hull intergrity went to 0.

elite_hunter_sh3 02-02-06 04:46 PM

i wuz playing online and the detroyer used that weapons that fires 10-15 bombs in a circle that surrounds the uboat


All times are GMT -5. The time now is 11:33 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.