Some torpedoes can be launched as a rocket and dive in to the water somewhere. This then causes the torpedo in the water soundclip to be played. So there may not be a sub in those directions. This depends on the type of torpedo. Which you should be able to determine with the sound frequencies on the narrowband sonar display. But with a lot of mixed sound bearings the class-filter gives up and is of no use. I would pause the game and record each frequency on each bearing on paper and then find out yourself what goes where. Yeah, nobody said this game is easy. :p
If you get a sonar line on those reported bearings then look how the line is drifting to the side in the waterfall screen (broadband). If it moves left or right then it is not heading for your direction, but somewhere else beside you. Don't freak, just keep quiet and move out of the way gently. If however, the line stays rock solid on the same bearing then it is either moving away from you, or is on an intercept course to you. I would worry on the side of caution and assume you're it, and then waste no time in getting away. Loose the TA if you have to. In those short distances you have little or no time to react and are likely toast anyway.
Submarine friend or foe? You can't know for sure. Find out which class it is by analysing the sensor readings (Demon lines, narrowband frequencies, audible sound, ESM, visual ID) Take whatever distinctive info you can get. Classes for different countries usually are distinct enough to ferret them out. See what matches and fit the mission orders/descriptions/intelligence. But don't count the mission description or intel to be 100% accurate. There are often curve balls thrown in.
|