Quote:
Originally Posted by vickers03
do you have a link to the fix?
it would be realistic to hear the escorts pinging from far away with the sonar gear 
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https://www.subsim.com/radioroom/dow...o=file&id=5674
You don't always hear them pinging (if did would not mind as much) but from what understand in SH 4 (way it was explained long ago) the escorts are always pinging, even when not alerted, you just hear it when they focus on you. Once alerted they focus on player submarine. Issue is, especially in TMO player can not slip through screen submerged when should be able to do so in many instances since the sonar is always active. I remember using the fix before and it did solve the issue. However, once alerted, be it by torpedo impacts, visual sighting, or hydrophone contact, etc the vicious TMO escorts were back. I never cared for the AOB "Fix" so did not enable it, but the AI fix is great especially later war when convoy screens are heavy.
While have read accounts of escorts pinging such as in "Silent Running" by Calvert. I believe in most cases this was them checking possible acoustic contacts, aside from escorts making "sweeps" such as when ships are leaving port or passing a chokepoint or other hazardous area. Doubt they sailed along pinging the entire journey.
Most aggravating thing is when find a clear gap in a screen a submerged submarine should be able to slip through at silent running and and some depth and nearly do it, but because they are always active, they nearly always detect player. As said, if could always hear it, as was in real life, would be a trade off I suppose but not how it is in the sim. What happens in later war with the heavy screens it forces player to fire from unrealistic ranges or since Mark 18 is standard in last part of war and range is only 4000 yards, not able to fire at all ends up not reflecting reality where Mark 18 was the primary torpedo used at that stage of the war. Surface attacks at night are not always an option either, moonlight, weather etc.