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Old 03-16-20, 09:57 AM   #1
Skinny_Huesudo
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Default How do you avoid being found again after a depth charge run?

Le me, in a type VIIC boat, in late 1942. A destroyer has found me. I dive as deep as I can go. When I'm certain the destroyer knows where I am, I go ahead flank. It makes its run. I get lucky and dont take any damage. When it's almost on top of me, I go ahead slow and go into silent running. But the destroyer, using its high speed, has already turned sharply and I'm outside its baffles, and very soon after it's pinging me, and I'm still in range of its ASDIC. Back to square one.

The best tactic is not being detected in the first place, but sometimes that's not possible, or an escort just feels like sending out a random ping.

What is the best tactic in those situations?

Also, what's the tactic when using decoys?
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Old 03-16-20, 11:22 AM   #2
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If an escort is pinging you, consider yourself found. Take evasive maneuvers. Continue to change depth (up and down) while changing direction. If more than one escort, you will find it difficult to evade at all. One escort pings, whole the other listens. Check out my signature to see videos I made on this! Good luck.

SH5 and SH3 vids are compatible.
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Old 03-16-20, 11:34 AM   #3
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Quote:
Originally Posted by bstanko6 View Post
If an escort is pinging you, consider yourself found. Take evasive maneuvers. Continue to change depth (up and down) while changing direction. If more than one escort, you will find it difficult to evade at all. One escort pings, whole the other listens. Check out my signature to see videos I made on this! Good luck.

SH5 and SH3 vids are compatible.
These are very cool and helpful!
Many thanks.
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Old 03-16-20, 11:55 AM   #4
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Try to turn in a direction that is directly away to the pinger (or when multiple, the nearest). Or where he will likely be at the next run. (follow him in his re-attack turn on the hydrophone) Minimize your reflection area for the echo. An angle of 30 degrees shows halve of your length.

Try not to turn too often in different directions. Turning slows you down, and going already quite slow you are pretty much a sitting duck in a turn.

Only use flank if you hear depthcharge splashes. And then back to creeping speed when the last depthcharge is about to explode. Then straighten the rudder to keep your speed up to creep away.

For creeping speed, reduce speed to get RPM around 50. Or under 1 knot. And keep silent running active all the time. Not just when it is on top of you.

Even if it is doing it's jousting runs, it may not know exactly where you are at present. It may just be working of an old sighting or echo of you for a while in the general area. Keep retreading away silently. Steel nerves!
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Last edited by Pisces; 03-16-20 at 12:06 PM.
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Old 03-16-20, 12:28 PM   #5
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Yes, as said above, RPM is important. Setting 1 knot speed usually do the trick.
Sea conditions are involved too, as the more waves, the less they can hear you...
And all depending what mega mod you are playing of course. Some are quite different...
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Old 03-16-20, 12:37 PM   #6
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This may help explain escort behavior :

https://www.subsim.com/radioroom/sho...d.php?t=104377

Also check the GWX manual as it also has a section on evasion tactics.

http://www.mediafire.com/file/b6tb3m...Final.pdf/file

Good hunting,
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Old 03-16-20, 01:10 PM   #7
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To add onto bstanko's comments, sometimes an escort will be pinging, but hasn't found you. There is a subtle sound difference, usually directional, between a search and a found ping.

Other comments pretty much cover the rest. The escorts aren't hard/much danger to get away from. In many patrols/campaigns I've only been sunk once by them (Nygm late '44). Rarely even get damaged.
I think one hit very close as I got heavy damage and a split second later another went off and sunk me.

Personally, I go as deep as I can. Well over 200 meters. Usually keep it at 2 knots to keep from sinking further.

If I recall, BOLD were historically released when a depth charge went off. I don't think it matters in the game. I tend to release them whenever I feel it's a good chance to confuse the escort. Release, go to full, change depth. I don't change direction; slows me down.
They work well, but remember once released, you've just confirmed to the escort(s) that there is a sub below. But at least for me, by the time I use one I've been found anyway.
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Old 03-16-20, 01:36 PM   #8
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So many replies. I'm gonna need time to read each one in detail.
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Old 03-16-20, 10:29 PM   #9
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Successful evasion can also depend on the skill level of the enemy crew. If they are newbies, they might be more readily fooled by the noise of a decoy. More experienced crews will not be tricked by such a tactic, and it will appear that you have dropped the decoy to no effect.
Early war depth charges had a maximum limit of 500 feet. If you sail at 550 feet, then go ahead and make as much noise as you like, because they cannot hit you.
Be careful that the escorts do not have orders to hunt to exhaustion, because once you have to come up for air and battery, they still have naval artillery, and will not hesitate to open fire.
If you are in January of 1942, or later, don't count on going deep to 550 feet to protect you as the depth charge limit has been removed.
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Old 03-17-20, 02:34 PM   #10
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So far, I've only played Silent Hunter 3 vanilla, GWX and SH4.

The 1 knot/50 RPM rule also applies to the fast boi XXI?

I've been looking through the GWX manual, but haven't found what part talks about escort behavior.
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Old 03-17-20, 02:35 PM   #11
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To be honest, I don't know. Only used Type-7 and Type-2 boats sofar.
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Old 03-17-20, 05:57 PM   #12
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Quote:
Originally Posted by Skinny_Huesudo View Post
So far, I've only played Silent Hunter 3 vanilla, GWX and SH4.

The 1 knot/50 RPM rule also applies to the fast boi XXI?

I've been looking through the GWX manual, but haven't found what part talks about escort behavior.
For predicting escort behavior, I work with generally known patterns from history.
The year or date is very important to me to determine how skilled I think my hunters might be.
Later in the war, from 1943 onwards, I assume my hunters know what they are doing, and find it a treat, when I get the occasional newbie in the formation.

Silent running isn't the end all, be all of evasion strategies even at the best of times.
There will always be certain pieces of shipboard equipment in operation and there isn't really anything that can be done to cover the noise.
Silent run is used during a depth charge attack to help you hide in the noise of the explosions, and hopefully, the enemy at the listening gear (hydrophones) will not be able to tell the guy at the sonar station, which bearing he should search in, as sonar cannot tell bearing, but depth, and HE cannot tell depth, but bearing.
If you have more than two escorts hunting for you then they can all work as a team to cover each other's blind spots.
Also, don't put too much stock in the anti sonar alberich coatings, as it was generally regarded as a failure.
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Old 03-17-20, 06:27 PM   #13
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Quote:
Originally Posted by UKönig View Post
For predicting escort behavior, I work with generally known patterns from history.
The year or date is very important to me to determine how skilled I think my hunters might be.
Later in the war, from 1943 onwards, I assume my hunters know what they are doing, and find it a treat, when I get the occasional newbie in the formation.

Silent running isn't the end all, be all of evasion strategies even at the best of times.
There will always be certain pieces of shipboard equipment in operation and there isn't really anything that can be done to cover the noise.
Silent run is used during a depth charge attack to help you hide in the noise of the explosions, and hopefully, the enemy at the listening gear (hydrophones) will not be able to tell the guy at the sonar station, which bearing he should search in, as sonar cannot tell bearing, but depth, and HE cannot tell depth, but bearing.
If you have more than two escorts hunting for you then they can all work as a team to cover each other's blind spots.
Also, don't put too much stock in the anti sonar alberich coatings, as it was generally regarded as a failure.
Unfortunately, the game doesn't model depth charge explosion noise masking a sub's noise.
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Old 03-18-20, 02:52 AM   #14
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In my opinion, the safest thing to do is go very deep, between 220-235 m, and be silent . You will eventually be able to crawl away at 1-2 kts .
However, in order to be safe at this depth you need to have 100% hull integrity, so careful about using the deck gun against armed merchants .
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Old 03-18-20, 09:32 AM   #15
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I forgot to include this on the original post.

Can aircraft see you if you are at periscope depth with no periscopes or snorkel or anything up?
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