Quote:
Originally Posted by vdr1981
Convoy escorts won't let you go as long as they detect you, at least once in XX number of minutes or until the convoy leaves the area. Then they will rejoin the convoy.
However, lone destroyers (coastal patrols and dedicated hunter killer groups) will leave you only if they can not detect you anymore and I don't see what's so unrealistic about that?  Free tip: All you need is depth, silence and some luck. Trying to perform fancy holywood DC dodge escape with AK will only make them more persistent...
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the behavior of destroyers when they seem to stick to you at a certain distance - is this an unwanted work of TWoS scripts or a bug of the game itself? I'm guessing it has something to do with my overuse of time compression.
I’m now trying to understand the mechanics of SH5 so that I can later launch a campaign with realism, but this is not the first time I’ve noticed the behavior of a stuck destroyer. He doesn’t go on warrant and doesn’t go about his business even if he doesn’t know about you for a day or more. But thanks to the markers, I always see him circling in a search pattern at a distance of +/- 10 km. If I change course, he changes too, in such a way as not to approach me or move away. If I want to go in his direction, he will immediately begin to move away from me, not letting me closer than 9-10 km. There are two ways to get rid of him - in clear weather, let him notice you so that he will attack and then sink him, or take him to your port, where the blue ones will sink him. Has anyone observed something similar? I have a pack of TWos (no real navigation yet), nothing else from mods.
p.s. I finally found a way to get rid of it. let yourself be noticed so that he attacks again (my attack was not successful), and then go into the depths and hide again. after that it came unstuck (2 days passed