Quote:
Originally Posted by Hinrich Schwab
I have DW w/LWAMI on multiple computers here at home. I tested the platforms in multiplayer to get an idea of what their capabilities are and for the American subs, cruising over 3 Knots is rolling dice in terms of detection and anything over 5 is almost guaranteed. The Petropavlosk campaign mission proves that. Anyone who hasn't modified that mission to reduce the American subs to 3 knots will trip the counterdetcted trigger almost instantly. In the instances I have not seen the instant trip, it usually occurs within two minutes of headway.
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Hey, that's intresting testing man!
Yes, I know the 3 knots "critical limit" in LWAMI, things are harder now.
For me usually is not a major problem unitl you start needing both speed and complete stealth-ness (and well, yes, it happens more than not that I need them both, lol).
The only thing that it is really disturbing for me is the fact that to keep the TA straight and level with ownship (in order to listen with the TA on the same side of the layer and/or keep it straight for achieving precise bearing with it) you need to make turns for at least 6 knots (this with the full deployed TA, I do not know if it still true for only 1/3 of the array...) The same 6 knots are useful even when changing course for starting a new TMA leg; that 6 konts will shorten both the time need to complete the turn and the time to straight the TA again...
What you think about that?