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Old 02-16-08, 01:20 PM   #1
peabody
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Default Engaging Convoy

I need any suggestions for evading (spelling?) detection when attacking a convoy. I am at 165 ft, "rig for silent running"-ON, "All Stop", positioned where I have calculated , with my limited knowledge, where I think they are coming through. And almost every time I get detected before I even do anything. Am I too close? I sit quietly and then get messages on Warship closing fast or something to that effect. So I use the external camera to see what is actually happening, so I can learn what the messages from the sonar are actually telling me and I see destroyers coming directly toward me full speed, not searching just straight line at my position. Next come DC, so I hit Flank and head for the center of the convoy to try to confuse them. Then change direction often, usually toward a destroyer that just DCed where he thought I was, and a lot of times it works, but not always of course.
Here's a funny side note: I was sailing along and suddenly my boat stopped dead in the water. Figured I must have taken some damage-No damage. I go to full stop then back the 'ahead slow'-nothing. I click the button to follow plotted course-Nothing. I then notice "rig for silent running is on" so I check the crew. I had left "rig for silent running' and 'battle stations' on and did some time compression to get to my next location and the ENTIRE crew was sound asleep!! Good thing I wasn't in WWII Japan may have won it.

Peabody
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Old 02-16-08, 01:28 PM   #2
1480
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Are you running the stock game? TM? RFB?

This thread may be of help:http://www.subsim.com/radioroom/show...=enemy+sensors
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Old 02-16-08, 01:33 PM   #3
John Channing
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Here is how it worked in real life.

http://www.ibiblio.org/hyperwar/USN/....html#section4

Works in the game, too!

JCC
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Old 02-16-08, 01:39 PM   #4
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Quote:
Originally Posted by John Channing
Here is how it worked in real life.

http://www.ibiblio.org/hyperwar/USN/....html#section4

Works in the game, too!

JCC
thats a very helpful website, and well pointed out.
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Old 02-18-08, 06:01 PM   #5
Nisgeis
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Quote:
Originally Posted by John Channing
Here is how it worked in real life.

http://www.ibiblio.org/hyperwar/USN/....html#section4

Works in the game, too!

JCC
One part of that says 'Try to keep own and enemy's wakes between the submarine and her pursuers.' Does your own submarine create a wake when it is submerged, that would interfere with enemy passive and active sonar, or would that piece of advice only apply to surface operations (though I didn't think sound detection worked against subs on the surface)?
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Old 02-18-08, 06:59 PM   #6
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Well, a wake is just the turbulence and disturbance behind anything passing through the water (or air). So yes, a submerged sub has a wake.
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Old 02-19-08, 01:55 AM   #7
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Ok, guys (and gals?) I appreciate all the help but you forgot one very important fact. When you are trying to sneak away very quietly MAKE SURE YOU DON'T RUN INTO THE SHIP YOU JUST SANK. I think that is a very important thing to know. I knew the water wasn't very deep where I was so I had to watch my depth, so when I heard the noise I thought I hit bottom, but when I came up a bit, it still was making a racket, so I looked and this is it.



But anyway I did take your suggestions and met a small convoy and sank a 'Large Old Passenger Carrier and a Modern Passenger Liner. This is one of them. Then I went north because I was so embarrased the destroyers couldn't attack me they were laughing too hard.
I ran in to a Task Force in the northern gap going from the Sulu Sea to South China Sea and sank an Ise Battleship and went to 250ft. Ahead 1.3 and watched the map and kept turning away from searchers. I wish the pic was bigger but I was already on my way to 250 ft when I heard 'torpedo impact' so I took a quick look. I shot 6, I remember at least 4 hit but I'm not sure if they all did I was changing direction and depth at the time.


Thanks again for you help and suggestions.

Peabody
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Old 02-16-08, 01:57 PM   #8
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Quote:
Originally Posted by 1480
Are you running the stock game? TM? RFB?

This thread may be of help:http://www.subsim.com/radioroom/show...=enemy+sensors
I think that is it, I will give it a try. I think from that thread it is probably Quillan's idea, I have used TC because I have limited time to play and the Merchants are so slow. I will try without TC and see what happens.
Thank you to all who offered help!!

Peabody
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Old 02-16-08, 02:25 PM   #9
Rockin Robbins
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This is really cool! Well, maybe not...

Part of John Channing's reference:
Quote:
A persistent enemy may remain in vicinity 24 hours or longer; therefore, conserve the battery by balancing or bottoming, when practicable.
Do you know what "balancing" is? It is a twin to bottoming, which is sitting on the bottom lightly by carrying just enough ballast to sit motionless on the bottom without use of engines of other noisemaking equipment. This is dangerous as if you are too heavy, localized stresses could cause hull damage.

Balancing is similar exploitation of a thermal layer. With the boat at neutral buoyancy, a condition never exactly achieved, if you sit motionless in the water you could remain there suspended until someone uses the head and your buoyancy is no longer neutral. Maintaining neutral buoyancy for fifteen minutes drove many a crew batty while they were being evaluated by the Captain's CO. It was a useless exercise, whose main value was determining whether the crew could continue to work together efficiently under severe stress.:rotfl:

However, with a friendly thermal barrier down there, we have a new water surface. Neutral buoyancy in the top, less dense water, is flotation buoyancy in the colder and denser water below. There is a range of displacements that will sink in the warm layer, yet float on the cold layer. See what I'm driving at? If you hit the middle of that range, now you can sit on top of the dense layer with all power off. Since there is a range of displacements that satisfy your suspended conditions, this is something you could do for days, if necessary, with all systems turned off. This is absolutely the quietest a sub can be, and the only limitation is your air supply so the crew can continue to breathe!

On a trim dive, the object was to mark the negative buoyancy tank at the neutral buoyancy position. Then you decended across the thermal barrier and marked it for neutral down there. Any level between the two marks allowed you to sink to the the bottom of the upper layer and float on top of the lower! I've always wanted to issue the order, "Flood negative to the mark!" Now you know what that means.

Now the bad news. We have no control over the ballast tanks. We can't do this. An important evasion stragegy, which saved several subs, is totally outside our grasp. Merry Christmas!
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Old 02-16-08, 02:34 PM   #10
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Quote:
Originally Posted by Rockin Robbins
Now the bad news. We have no control over the ballast tanks. We can't do this. An important evasion stragegy, which saved several subs, is totally outside our grasp. Merry Christmas!
Gee, Thanks Rockin "candy bars taste good but you can't have any"

Peabody
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Old 02-16-08, 03:55 PM   #11
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It's proably been noted:
Battle Stations increases your noise level. Turn it off for max quiet and stand down your DC crew. Keep your profile to the enemy at mimimum. I have found using 1 knot is preferable to all stop. The noise is not that much increased and the manouvability allows you to keep turning toward the closest enemy escort. Alert escorts means you have to plan your attack so you launch torps at max range and hope for the best.
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