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#1 |
Samurai Navy
![]() Join Date: Jun 2005
Location: Norway
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I've been around the globe, and I tell you, it is round, for I ended up here again!
Glad to see the forum alive. ![]() ![]() Anyway! I wanted to ask, when DO I crank up the speed of a Kilo? Whenever you're in a Kilo, you just sit there, still at three knots, listening. You don't dare move. If you do, you're dead. That's how it feels like. If there's a Virginia near - she has you, you just don't know it yet. With a Kilo, you're not expected to return to port - not in one piece, at least. I feel alone whenever I play a Kilo, very alone. Help? How DO you beat the Virginia? Is the Kilo really the black hole it's alleged to be? Sorry if this is written in some FAQ around here, I haven't found it yet. ![]() Yours, Henning.
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I shall punish yee, landlubber! C'mere for spankings and popsicles! |
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#2 |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
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What mod are you playing that has a Virginia?
Anyways, if you're in the stock version of the game, you can pile on speed in a Kilo and not really worry about it. Even at flank, you're still pretty quiet. If you're playing in LW/Ami, then if you're in a Kilo Improved, you need to be judicious about exceeding 5 knots or so. If there might be a sub listening, stay slow. Same for if you think there might be a buoy field nearby, or if you spot and FFG getting too close for comfort. If you're in a standard Kilo, then you pretty much have to accept the fact that you are outgunned. Even at slow speeds, you're detectable, and if you crank it up at all you are very easily detected.
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#3 |
Samurai Navy
![]() Join Date: Jun 2005
Location: Norway
Posts: 567
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Ach! Of course I mean SEAWOLF. I confuse the two easily.
![]() I shall try, as soon as I get back to my stock game, to see if a Kilo truly is that stealthy.
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I shall punish yee, landlubber! C'mere for spankings and popsicles! |
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#4 |
Navy Seal
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Best words of advice for a fellow Kilo driver in an ASW situation I have is at first sign of an enemy SSN avoid it. The Hunter Killer SSN is your enemy not your target, your target is the enemy skimmers. Unless you’re on your home turf with backup avoid the SSNs.
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#5 | |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
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#6 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
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You don't need no charts to add 55 + 5 and figure out that it equals 60.
A kilo imp has a base passive sound level in the stock database of 55. It's sound vs. speed curve in the stock database gives it an additional +5 PSL at flank without cavitation. So, that means that SCS has the Kilo Imp making only 8 db more at 20kts than at 0kts. Ok, whatever... by comparision the SW in the stock game has a PSL of 63 when at 0kts, and a PSL of 73 when at flank, the measly increase for all nuke subs regardless of class/quality in the stock game. So, in a nutshell, in the stock game, you can go pretty fast and not worry that much about increasing the risk of detection, which is not really that good, in my opinion, but that's why there is Ludger's DWedit program and free time (I needed a hobby anyway). Cheers, David
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#7 | |
Silent Hunter
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#8 | |
Ocean Warrior
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#9 | |
Silent Hunter
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#10 |
Commander
![]() Join Date: Jun 2004
Location: Switzerland
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I had some MP confrontations driving a Seawolf versus Akula and Kilo. The kilo turned out to be a real sohn of a b***. In the stock game you will have to consider going active to find the Kilo, no idea about the patched versions or modded versions.
I just remember MP games where the kilo was like 1.5nm behind the SW, engaging, and winning.
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If you are going through hell... keep going (Winston Churchill) |
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#11 | |
Silent Hunter
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Location: Along the Watchtower
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