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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Nub
![]() Join Date: Mar 2020
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By luck the start date of my latest patrol coincides with the Dunkirk evacuation. I headed straight over from Wilhelmshaven, and after a few attempts managed to get through the CTD ring which seems to surround the harbour by sitting it out on the bridge at x16 & x32 time compression on my approach.
As soon as I spot the harbour lights in the distance, I drop to periscope depth and move at ahead one-third. However, even if I keep the periscope down for the entire approach, at least one of the stationary destroyers detects me well before I can get anywhere near torpedo range of the juicy targets, and since there's no room to dive it seems to be pretty much game over as soon as this happens. I feel like I must be doing something stupid, because I've been able to slip between convoy columns in the past without being noticed by the escorts, and doing that required getting much closer to them and moving at higher speeds than I'm doing here. I'm a relatively new player so I imagine there are some differences between these scenarios I'm unaware of. Could anyone explain what's going wrong? And is sinking the troop ships at Dunkirk pointless anyway because it's impossible to get away afterwards without being sunk by the destroyers? I'm using GWX amongst other mods. |
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#2 |
Grey Wolf
![]() Join Date: Nov 2005
Location: Ontario
Posts: 795
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Are you going into silent running? That quietens down the boat somewhat. As well, go the free roam view [Shift + F2, I think?] and manually move over to the engine telegraphs and click on the RPM dial to drop your e-motor revs down to about 50. It's slow, but much stealthier than the 100 RPM or so from one third ahead.
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#3 |
Gefallen Engel U-666
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Parachute!
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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#4 |
Eternal Patrol
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Have you done any research on Dunkirk? Were there any U-Boats there? Are there any reports? Maybe you're doing about average for that battle.
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“Never do anything you can't take back.” —Rocky Russo |
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#5 |
The Old Man
![]() Join Date: Mar 2010
Location: Frankfurt, Germany
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Calm seas + shallow waters = Danger!
Try to identify the patrol vessels. That should display their different detection ranges on the F5 map view and help you to stay outside of those. After the attack, you should apply the different evasion tactics, described in other threads in this forum.
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KSDII-Ace/GWX 3.0 Gold/CCoM 10.0 + h.sie-patch; Windows 7 (64-bit); NVIDIA GeForce GTX650 (310.90) |
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#6 |
GWX - KC Crash Test Dummy
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Someone Had to Make the Tea |
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#7 |
Nub
![]() Join Date: Mar 2020
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Thanks for the replies everyone. I suppose the key question I have is this: Why can I remain unnoticed by convoy escorts despite moving quicker and being much closer to them, when the destroyers at Dunkirk seem to have a sixth sense for my presence in contrast regardless of how stealthy I attempt to be?
Does the game (or do any mods) model 'alertness' of some kind, by which warships expecting trouble (say during an event like Dunkirk or recently following a convoy attack) are more likely to detect you? Could this be the explanation? |
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#8 | |
Ocean Warrior
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There's a lot of variables that go into their behavior and that's part of the problem imo; to many "cooks in the kitchen". One of them is the crew rating, so maybe you're running into some "elite" crews vs. what you have in the past. Four crew ratings, with the "bottom" two beings basically worthless. You can throw rocks at them and they won't notice. Upper two are "veteran" and "elite" with veteran being so-so and elite being the best. But to answer your question, yes the game is supposed to model alertness. I.e., if you've attacked already and come back, escorts are supposed to be more alert. I've never noticed it myself. Or maybe I'm mistaken; thought I'd read that somewhere. Anyone ?
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#9 | |
Navy Seal
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After some time (usually around half an hour up to more than an hour, depending the mod) they come back to previous normal state. Of what I’ve experienced, in fact they come back to normal state when stopping zigzagging. That’s the way game is coded, and I’m afraid no mod can alter it.
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#10 | |
Ocean Warrior
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That's right; that time limit that they have unfortunately. Causes more problems than it solves. Thanks.
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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