2 knots is too slow. You should be doing 5 or 6 knots to keep your towed array level. In DW, your speed only effects broadband emitted noise, not narrowband, so if you're being detected, you're too close. Below 5 knots DW's broadband curves don't change much, so you're not buying yourself anything by going too slow. You can also control how deep the array hangs by the scope. Scope doesn't have much effect on detection ranges in the game; it's mostly for setting up depth of the array. The enemy usually won't start zig zagging until you shoot them with something (and even then the general evasion maneuver is to turn and run), so I'm not sure what you're seeing.
Yes, the Russian sonars suck, they've never been as good as the West, but they get the job done. The big difference in DW is the Russian sonars are laid out in a plan view. This can be confusing for some people because it gives the illusion of range, but it also helps you understand direction better than the American waterfalls.
The easiest way to get a TMA solution is to first set up a lead, then lag posture. These will put limits on minimum and maximum ranges. If you can get an RPM count off DEMON, you can use that to dial in a speed for the contact, further constraining the solution. If you're still having trouble, set TMA to autocrew and watch how the AI does it.
The SSP display shows the sound speed as a function of depth at ownship. Where you have a sharp "bend" in the SSP, you have a layer. The SSP display automagically calculates the layer for you by looking for this bend. Keep in mind though, there may be environments with no layer, and even if there's a layer you'll still get heard close in due to direct path.
Sound always tends to bend towards lower sound speed, so if you're in a situation where the sound speed is faster than above you, you could be putting yourself in a shadow zone where they can hear you but you can't hear them.
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