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Old 08-22-15, 12:02 AM   #5
TorpX
Silent Hunter
 
Join Date: Sep 2010
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Quote:
Originally Posted by FuriousEagle View Post
Considering that i have never played any silent hunter or even any submarine game until..
It sounds like you're picking it up pretty well.
I'm playing with only map contact on (TMO) but i'm aiming to no contact, even though i try to do as if i didn't have any contact (but you never feel completely blind).
It is probably better to start with map-contacts. I play without them, but I've had a lot of practice.


So by now using the first two method of "4 bearings methods guide" i can get an acceptable course when still having only passing sonar info (if you guys can suggest any other method i will appreciate, regardless more or less accurate).
I don't use the sonar only methods, so can't help you there. Really, I just use basic geometry to plot out the enemy course, step by step, using visual observation. It takes time but does the job.

However my struggles begin at this point, first of all when i can finally identify the target, it seems that i don't have enough time anymore (maybe it is just a matter or practice).
ID'ing a target is difficult, if it is a distance away. I will start a plot based on stadimeter for a 90 ft. mast height (for merchants). I use 'seaman's eye' to estimate AoB. This will get me close enough to get an ID and obtain better data.
Sometimes it is so dark and foggy that i just cannot identify it. In case like this, what should i do? I mean if only merchant i'd make use of active sonar but in case of escort? Should I just fire salvo and hit whatever it hits?
If you can hit the target, and are reasonably sure it is an enemy vessel, there is no need to make a positive ID.
Supposing that i can identify the target on time, should i proceed to speed (using vertical crosshair), distance and AOB order (using the omnimeter)?

I could use the three minutes rule but that would require no escort and active sonar (or am i wrong?). It seem that the crosshair method suffer of limited enemy bearing range, so you couldn't use it when they are too far away (or could i? XD)
I don't use the omnimeter or timing by wire method. As far as entering data into TDC, I would enter speed, Aob, range and bearing last. The main thing is to enter bearing last because it changes quickly, and it is really the only one that you will be sure of.
Another thing that i really have to improve is the ability to strike more ship on the same attack, but correct me if i'm wrong at the beginning of the war in TMO deploying torpedo to multiple targets increase the risk of not dealing enough damage? (in my first TMO try i launched 4 torpedo and all of them failed to detonate...i forgot how you guys say it).
I don't really worry about getting more than one at a time. If you have a good opportunity to get multiple targets, there is nothing wrong in trying, but a bird in the hand is worth two in the bush. A lot depends on your play style and options. If you play with the hardest options, you tend to see every approach as an uncertain business, even with only single targets.
Please feel free to criticize and suggest more tactics or methods.

Thanks in advance


PS: this game is awesome, one of the best i have never played.

About evasion, going deep and slow is generally a good tactic, but it is not the engine telegraph setting that determines the noise you make, it is the rpm's of your engine (i.e. the speed). Different mods set different speeds for 1/3, 2/3, etc. I will order 3 knots or even 2 knots, if I want to be very quiet. In my boat, this is less than 1/3.


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