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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sailor man
![]() Join Date: Jun 2017
Posts: 45
Downloads: 5
Uploads: 0
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Ok so I am fighting my way through the campaign at present after having had a good stab a lot of the pre-set scenarios.
The only reason I am actually doing the campaign is because the pre-set scenarios are not random enough. Killing a couple of Whisky class is hardly a duel these days. First of all, what is the effective range of surface ship active sonar? They seem to bang away constantly but I am never sure if they are getting a return or not? It makes combating the Udaloy/Krivak/Grisha groups a bit peculiar, in that they are generally noisy as sin yet actually harder to fight than enemy subs. Second, what is the most reliable way of evading torpedos? I am manging to evade most of them but it isn't particularly technical just duck and weave. How are knuckles formed and how do you time an incoming attack to deploy one? Third, when can we have some warning that dipping sonars and buoys are being used? The dippers don't seem to be pinging at all, which I thought was a bit odd. Lastly, have the devs talked about letting us actually listen to the sonar output, and adding real time sounds to the game, transients, launches, hull popping, machinery noises and blade counts etc? I would really like to be able to sit and listen for contacts myself. |
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