Quote:
Originally Posted by kutterreddogg
i agree with several posts here. Once even the most unsophisticated surface unit comes within range, they track you forever. I have been tracked by armed trawlers with no asdic and DD with asdic. GWX logic is perfect for them and no evasion is possible far as I can see. I have save game prior to all these encounters and have played GW a lot. Something needs adjustment in the GWX logic or soon as you contact a DD you are dead. Great graphics but not a very playable game. I ame an old Navy veteran and DDs did not do this well, especially in 1939. 
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Sorry I have to disagree with you. My only beef is that they can detect you when you should be masked by convoy engine noise and when you are not making much noise, but above the 100rpm Ducimus mentioned.
Check out these posts about post 1942 tactics re evasion. Not only is it possible but also very plausible that DDs will hang around looking for you and if you make enough noise they will continue to do so until they kill you.
http://www.subsim.com/radioroom/showthread.php?t=102701
I believe the Dec23rd patch for GWX "fixes" the silent running problem where you are actually doing something like 3kts well over the 100rpm "silent" limit. Try it with this patched and try to keep quiet whenever the escorts are around just like a real Kaleun would.
AS i said my only problem comes from intial contact when you should be able to make a little more noise than normal i.e.; inside a convoy. Mind you this is more related to how underwater sound is modelled in stock SHIII than GWX. If you go near an island or into a harbour you can "hear" and get an accurate bearing to a surface vessel on the other side of a solid mass.
Now I may not know enough about physics to be a professor in it, but I know enough that sound does not travel well through thick solid objects even underwater and if it was echoes or distortions around the object your bearing would be towards the anaomoly not the actual source.