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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Grey Wolf
![]() Join Date: Feb 2005
Location: southlyon michigan
Posts: 897
Downloads: 781
Uploads: 35
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countermeasures ?
How come when there is an incoming torpedo the countermeasures never work on the seawolf or any other submarine unit in the game when you launch the countermeasures they do nothing at all.
Lt Commander Lare |
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#2 |
Navy Dude
![]() Join Date: Apr 2009
Posts: 172
Downloads: 32
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What do you mean they do nothing? They deceive torpedo sensors. Essentially, passive countermeasure makes noise for passive torpedo sensors, and active makes a false target for active torpedo sensors. But this does not mean you should stay there, make a change in course, depth and speed, try to get away from torpedo sensor cone.
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#3 |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
Posts: 4,904
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You need to vanish behind the 'shadow' of a countermeasure for the tracking to be locked on the countermeasure. The line of sound between you and the torpedo needs to be dragged over the countermeasure for it to be successful.
[EDIT]Iirc, alot depended also on which game version you patched the game to. And if mods are applied or not. |
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#4 |
Commander
![]() Join Date: Jun 2004
Location: Switzerland
Posts: 469
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does any mod disable the ability of CM's to detonate a torpedo? (since in stock they do)
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If you are going through hell... keep going (Winston Churchill) |
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#5 |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
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Iirc patch 1.04 provides an option in the dangerouswaters.ini file to alter probability of countermeasures detonating torpedoes. Not sure of the details though.
I know for sure LWAMI 3.11 disables it. Maybe the other mods do also. |
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#6 |
Sailor man
![]() Join Date: Oct 2013
Posts: 44
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My experience shows that maneuvering to place the CM between the sub and the attacking torpedo is the best way to evade a torpedo attack.
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