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#1 | |
Straight and True
![]() Join Date: Jul 2009
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In one of my other threads, STEAMWAKE had referenced the hedgehog weapon in a discussion about depth charges and ASW.
the link http://en.wikipedia.org/wiki/Hedgehog_(weapon) I noticed this : Quote:
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#2 |
Eternal Patrol
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Active sonar was also disrupted by clouds of bubbles formed from underwater explosions. Both were also inefective at speeds greater than about twelve knots (this was increased to around 18 later in the war). This is not reflected in the game.
I don't know about the "15 minutes" part though - I was under the impression that it was 1-2 minutes at best. Don't know for sure, though.
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#3 |
Ocean Warrior
![]() Join Date: Dec 2007
Location: Between test depth and periscope depth
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I'd say the 1-2 minutes sounds more accurate than 15mins. It's all about what noise is in the water!
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USS Kentucky SSBN 737 (G) Comms Div 2003-2006 Qualified 19 November 03 Yes I was really on a submarine. |
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#4 |
Straight and True
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so... I guess what I'm asking is... what is the best way to slink away.
When the enemy is pinging... they already have your location right? So do you just give it all the gas? When they are stopped, they are 'listening'...so you need to be silent. That's easy, but I can never figure out what to do when they're using ASDIC.
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#5 |
Seaman
![]() Join Date: Aug 2009
Location: Arnhem
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deploy decoys as a trap !!
kind regards , Horatio |
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#6 |
Seaman
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"Pray"
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#7 | |
Ace of the Deep
![]() Join Date: Jul 2008
Location: Athens, the original one.
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- Oh God! They're all over the place! CRASH DIVE!!! - Ehm... we can't honey. We're in the car right now. - What?... er right... Doesn't matter! We'll give it a try anyway! |
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#8 |
Rear Admiral
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Go deep below the thermal layer...Overall, and mod's differ you can easily go another 100 below default.
After I shoot, I go flank and deep and turn away to get out as fast as I can. They are headed for your shooting point. If you can escape the circle of death before they arrive...much better. Once they get close to your shooting point go silent and keep a narrow profile to the nearest ship. Yes, go flank and turn about 20 degree's when a ship passes over, they should fall behind. I found 20 degree's get's you out of the way of the Y guns and the back ones. If you turn too hard, you may get hit with the Y guns. Main thing is to break the circle of death. If you're playing stock....you have decoys. Use them, but again a mild turn is in order. You just have to find a balance of speed, depth, ect. If you're playing TMO the escorts are much harder. |
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#9 | |
Eternal Patrol
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#10 |
Rear Admiral
![]() Join Date: Mar 2005
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Its been an sop for a long time, due to knowing the DD is basically deaf during its 'run' and for a bit of time there after.
The sop is if your in the way of his DC run... first say a prayer then ring up to flank and throw the rudder hard to port or starbord. Continue the run at flank and build up some momentum untill the cans are finishing making a racket then straighten out the rudder and drop back to a couple of knots. Its pretty easy to tell when they start their run, they cruise around a bit then straighten out and hit flank. You can follow this on sonar easy. Of course if he isnt even really close just maintain your present course and speed. Ive escaped a few times alive doing this. In deeper water of course :rotfl:
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