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Old 03-05-08, 08:35 AM   #2
sonar732
The Old Man
 
Join Date: Jul 2003
Location: Central MO
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From the FFG guide at Commanders Academy & Dive...

= Anti Torpedo Warfare =

== The sensor war ==

Against torpedoes, the sensor war is simple. As long as you have a working sonar, you should be able to detect any torpedoes in the area. This means a max speed for ownship sensors, or the use of sonobuoys.

The first order of the day may be an evasive maneuver, so as to invalidate a firing solution, but the second is determining what kind of torpedo has been fired, and on who.

== Know your enemy ==

In DW there are three types of torpedoes.

# Wakehoming
# Acoustic
# Wireguided Acoustic

=== The wakehoming torpedo ===
...is a special case. Unless fired from very close to point blank, it's easily avoided.

If it is fired with a lead, either stopping or mirroring your course will make it a wasted shot. If you hold a speed of 4 knots, you're no longer making the wake it homes on. It can however, home directly on your hull, should it get close enough. (~500m, lwami ~50)

If fired into the wake you've just created, on the other hand, they're coming for you. Unless the torpedo will need too much time getting to it, so that it expires before then.

If it does get on your trail, your best chances will be with maneuvering, though this may be an exercise in futility.

=== The Acoustic torpedo ===

The best thing is to get out of its path. These are nearly always fired on a solution, and maneuvering to invalidate the solution it was fired on will then make it miss - unless its fired from close enough not to matter.

'''If wireguided''' the one who fired it can resteer it, and it's a cat and mouse game of trying to make him steer it wrong. With the odds generally strongly in his favour. You'll have to rob him of his sensors, which is not quite doable should he have external sensors (UUV), or even rob him of his life. If he's dead he can't guide. (easier said than done.)

Should getting away not be an option, two things might help. First, the nixie towed decoy. This will create a racket when in the water, so should not be deployed when not needed. (Todo: verify)

Secondly, slow down. It doesn't matter how noisy the nixie is if you're outnoising it. If you slow down to 9 knots or less you even get the bonus of the hull passive, whose primary use is the detection and tracking of torpedoes. It will also show ship-relative, which is useful for telling if it homes on you or the nixie.

''LWAMI note: Since the torpedoes no longer detonate on the nixie, you probably want to make sure you're not right behind it''
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