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Old 12-10-09, 02:40 PM   #1
Dissaray
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Default Best practises for finding targets

So I am trying to come up with the best way to find targets and want to know what others have found to be best for that. I am particularly intrested in hydraphone methods. As it is I am diving down to PD keeping my engens runing at ahead standard and making two or three sweeps of the hydraphone wheel my self. Then I go back up top and keep on crusing. I do this once every two hours or so depending on how fast I am moving. If I am not moving to intercept I generaly try to get a reading every 20km or so.

I have also been using the convoy route map to navagate to areas where I am most likely to chance apon a convoy or single target. What do you guys find to be the most sucsefull? Is my method sound?
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Old 12-10-09, 02:49 PM   #2
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Instead of Ahead Standard, I'd suggest Ahead Slow. This results in less ambient noise from water rushing past the hydrophone sensors. You'll be able to notice fainter sounds.
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Old 12-10-09, 02:59 PM   #3
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Also be sure to circle round 2-3 times when you drop down for a hydrophone sweep.

In poor weather you may want stay under for extended periods as well, although attacks will be somewhat difficult
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Old 12-10-09, 06:03 PM   #4
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I just wait for the clock to start stuttering when I'm at 2048TC. But when I do dive down I usually turn up the volume on my speakers and hydrophone and sweep clockwise.
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Old 12-11-09, 09:16 AM   #5
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Quote:
Originally Posted by Tonnage_Ace View Post
I just wait for the clock to start stuttering when I'm at 2048TC.
That means your Kaleun's spidey senses are tingling.
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Old 12-11-09, 12:18 PM   #6
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Your are doing all the right things allready. I wrote a post some time ago in which I calculated the intervals to do a hydrophone check, long enough for the contact to stay within hydrophone detection range. But I misplaced the link to it. Those intervals were something like 90 minutes or 2 hours depending on how the target was approaching you.

Got it:

http://www.subsim.com/radioroom/show...7&postcount=27
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Old 12-11-09, 03:50 PM   #7
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Wow, great work Pisces.
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Old 12-11-09, 05:12 PM   #8
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Quote:
Originally Posted by Pisces View Post
Your are doing all the right things allready. I wrote a post some time ago in which I calculated the intervals to do a hydrophone check, long enough for the contact to stay within hydrophone detection range. But I misplaced the link to it. Those intervals were something like 90 minutes or 2 hours depending on how the target was approaching you.

Got it:

http://www.subsim.com/radioroom/show...7&postcount=27
whish i could understand the information in the link...it sounds so cool !!
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Old 12-12-09, 02:28 AM   #9
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I didnt even know there was a convoy route map lol
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Old 12-12-09, 05:25 AM   #10
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There are in fact several convoy routs as well as lanes traveled by single ships. I would think a quick google serch would get you a map with them all on it. Alternatively you could down load the mod, GWX 3 as it comes with an in game map that has a map with all the patrol grids with all the convoy and single ship routs, where Allied naval trafic is known to be heavy and the area that can be coverd by Allied air patrols. All in all this is a very usefull map, I referance it at least three times per patrol to plot the rout most likely to find a target.
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Old 12-12-09, 10:30 AM   #11
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Quote:
Originally Posted by flag4 View Post
whish i could understand the information in the link...it sounds so cool !!
Yeah, re-reading it I don't find myself to be very clear either. But I don't know how to explain it better. Well, I'll try anyway.

If you and the target are moving head-to-head you are closing with him at pretty quickly, right? Both speeds are added in a head on collision. If you are both going the same direction you are either closing or extending away much slower. The difference of the 2 speeds. Now, the time interval that I calculated is the longest time it takes the target to go from one side of your hydrophone detection area to the other side of it, while you are moving. And assuming he comes very close or just outside of visual range. This happens the quickest when both of you are moving towards one another. Unfortunately if that is really the case is something you have to guess, based on the traffic patern and shoreline. I made the picture a bit more complicated because I was only interested in those situations where the target could only be found with hydrophones. If you want to keep it simple just take 2 times the maximum hydrophone range (2*34km, or 2*18.3nm), and divide that by the combined speed of you both. Then you have the amount of hours the target stays inside your detection range. To notice him you have to do a hydrophone check at least once in that time interval. But only if you do the hydrophone checks manually. If you let the crew do the listening the range is only 20km or so, and would require even shorter periods of time. Also if the target happends to just skim the detection range then he only spends a very small period of time in that detection area. I gave the formula to calculate the length of the track if the target when the target maintains a certain minimal range. Then the time becomes significantly shorter.
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Old 12-14-09, 02:56 PM   #12
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Basicaly, patrol BE.
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Old 12-15-09, 07:07 AM   #13
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In game map of convoy routes ???
I guess you dont mean the PDF map thats in a seperate folder but that's not ingame, but I havent spotted any icons that would bring it up.
Where can I find it

And during the hydrophone listening I allways go for full stop, completely eliminates screw noise
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Old 12-15-09, 07:15 AM   #14
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Quote:
Originally Posted by Betonov View Post
In game map of convoy routes ???
I guess you dont mean the PDF map thats in a seperate folder but that's not ingame, but I havent spotted any icons that would bring it up.
Where can I find it?

And during the hydrophone listening I allways go for full stop, completely eliminates screw noise

just hit F5 (nav-map), in the left corner above there are several maps you can drag down into view by click-n-drag. one of them (brown IIRC) is the convoy-route-map.
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Old 12-15-09, 12:14 PM   #15
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IIRC stock SHIII doesn't have those maps ingame, but GWX (at least) does.
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