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Old 09-04-22, 10:58 PM   #1134
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 7,138
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Quote:
Originally Posted by Captain Wreckless View Post
Keep CTD during DC attacks. Sub was not sunk. Hull damage < 5% though had flooding and damaged systems.

Not sure what is going on.


I'm finding the escorts a royal PITA. I realize this is to quasi-simulate real world but when I'm detected 100% of the time @ 4K+ yards, it is disheartening. No matter which boat I use, how deep (up to max depth), or speed (50-75 rpm) I'm at, I end up being sunk at some point. The DC's are always falling to whatever depth I'm at. There is never any shallow drops or to deep drops. So it seems that I will essentially avoid attacking escorted convoys or TFs.


The donated Narwhal mod still works with this mod, is that correct? If so what order should it be installed? I did a test install and noticed that I could not start a patrol any earlier than 8 Dec. Without the mod, I could start in June.







Not sure about the DC CTD. Any idea which escort(s) was attacking, could be related to specific type of escort.

TMO is a difficulty mod, and my update retains that aspect to keep things interesting.Escorts in general are more competent than stock and most other mods, not impossible though. Actually, TMO update is somewhat easier than original TMO due to the new sub damage model and DC. A lot of surviving has to do with actively staying involved and riding out the depth charge attack. This can be challenging as riding out a prolonged attack in real time is nerve racking and yes time consuming. Speeding up tc even a little can cause a fatal error. For me, its closest thing I've seen to properly simulating a DC attack.

There are many factors to submerged detection...enemy skill level, sea state, depth, thermal layer, RPM, profile to enemy sonar beam, range from target.

One thing wrong with SH 4 is enemy escorts are always pinging, you just usually don't hear the pings until the beam is focused on your sub and AI is alerted. They also seem to be able to use hydrophones when in "normal" mode even when pinging. However, when in Alert mode, they can only use hydrophones or active sonar, not both. While in reality sometimes Japanese would actively ping, they typically listened with hydrophones and pinged when required.

Make sure silent running is active during the approach*. If escort is nearby, keep bow (or stern if stern shot) pointed and depending period of war, at least 2500 yards away. Low profile to the beam, with silent running on and under 100 rpm should keep you undetected in most circumstances.

* A flaw in the sim is unless on silent running or enemy hydrophones are handicapped so much they prove ineffective overall, player is somewhat easy to detect during submerged approach. When on silent running, the hidden 'ghost" silent drive is active and sub does not emit the normal pump noises etc making it more difficult to detect, esp by hydrophone.



"DC's always falling to your depth." There is a factor set in the .sim that controls the depths DC will explode. Say your sub is at 300 ft and that factor is set to 50 ft, it will explode at 300 ft, or 50 ft above or below, roughly. A lot depends on skill level of escort, how solid their contact on is, sea conditions etc. If they have a solid contact on you, DC's may explode closer.

Evasion tips:

Submerged attack: After torpedo impacts, get you looks in etc. If DC hunting for you, closing, order test depth, rig for silent running, turn to heading so bow or stern (depending on which is closer) is facing closing escort, so low profile to beam.

Listen carefully for them closing, shifting to short scale pings, they stop typically as they close. Once stop pinging, ordered Ahead standard, listen for the DC splash in water, boom of the launchers. Order Ahead Full or Flank (I stick with full usually as get about same speed and avoid excessive drain on battery but sometimes, esp in later war when DC 's have a faster sink rate) until hear the DC's explode. After 30-60 seconds, order all stop and 5-10 degrees port or starboard rudder, let your subs momentum pull you through, after drop speed to 4-5 knots, order 1/3 speed, on silent running, will keep you under 100 rpms. Don't try going super slow, this is mistake many players made, under 100 rpm or 1/3 on silent running is fine, any slower your sub is a sitting duck.

Repeat the "speed burst" maneuver, changing direction each time...so if last DC run you went to port, go opposite direction 5-10 degrees (sometimes more rudder, but never full as your turn is too slow).



In addition to this direction change, you will want to change depth. Say are in a Gato, start at 300 ft, increase to 325 then 350 on next run. One is to make sure when going for depth, your stern is not sticking up because due to length of boat, your stern will be at the depth where DC's are going off at times, which can cause crippling damage to vital parts of boat.

Going to max depth is not always the best way to evade. The sim does simulate increased effect of underwater explosions at certain depths. A Gato for example, get below 400 ft you're in a danger zone for that particular hull, even though can survive quite a bit deeper, it does not stand up to the increased effects way a thicker hull boat such as the Balao. The Balao and Tench can stand up to the effects better even at 500 feet and can obviously go a bit deeper than the Gato.


Within giving too much away, can take a fleetboats test depth (S boat is different) and can feel safe, if have full integrity, at 100 feet below and even if take hull damage, typically will not suffer hull collapse vs if are beyond that 100 ft.





Donation Narhwal is not compatible with TMO Update. While it may work to some degree, you'll find it does not work. Reason will not allow start in June is mod has not been made compatible with the update.
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