Thanks I 'll try those tips I know I haven't used. Will attempt back emergency when he fires the Y guns, vary depth more-blowing tanks (in real life) would signal location, fewer hard fixed on this type (or other types with Y Guns) thats a new one for rolloffs I'll keep in mind.
"another tactic I'll use is stay slow at 1kt, when he makes his run, I'll back emergency with a hard turn to clear my nose of rolloff".
Been doing very good with roll offs with hard turn with increased speed. But I think your way saves a bit more on battery power then sprinting- on or during or after a turn then going silent.
Ill try to find the name of the SEA file ship file it's in. Gotta do some house work and other real life stuff for now

I'm only running TM0 2.5 and FOTRS. It shows up in the museum as Type D-but that's not the name of the file (you'd think I'd know since I edited the file.)
You wouldn't know the file that tells how many DC vessels carry-don't want to alter-just like to know what how much they carry. Wouldn't be surprised if they carried 50 all total on deck and magazine in real life.
In my mission files I play I do tweak the staus of the oponent toward the high end to. IJN ASW wasn't that impressive and from what i can read either desultory in their attacks (and latter exaggerated claims or quite deadly (i.e USS HARDER who got sunk in a bay in 900 ft of water with something like this Kaibokan-a dedicated ASW vessel -not a fleet destroyer.) Oh well-
Even a broken clock tells the correct time twice and all that.