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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: Aug 2007
Posts: 16
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When I dive I keep getting told I'M passing thermal layer...whats that?
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#2 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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A change in water temperature (and therefore density). The interface between the 2 densities creates and index of refraction for sound, and it results in reduced sonar/hydrophone performance. If the guy with the sonar is on the other side, it helps you hide.
tater |
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#3 |
Captain
![]() Join Date: May 2007
Location: Romania
Posts: 492
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It's actually the only way you'll ever escape escorts in SH IV.
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#4 |
Watch
![]() Join Date: Aug 2007
Posts: 16
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Nice bit O' info...im getting this game down now I'm going to start 100% realizm tomorro im at 71% now..thanx to you guys here in the subsim forums becouse if i only had the game manuel to go by i would have taken this game back to the store.. But now I'm a ship killing machine MUHAHAHAHAHA
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#5 | |
Ensign
![]() Join Date: Oct 2005
Posts: 229
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#6 | ||
Captain
![]() Join Date: May 2007
Location: Romania
Posts: 492
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#7 | |||
Sailor man
![]() Join Date: Dec 2005
Location: North east england
Posts: 43
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With a well placed decoy or two it can be done
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Depth chargers in the water sir!!!!!!! |
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#8 |
The Old Man
![]() Join Date: Apr 2006
Posts: 1,434
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Know when to hold them, know when to run. That's the DD dash.
Masking is an important part of evasion. You can use the DDs against each other as C DuDE so cleverly demonstrated. You can also use what's left of the convoy or a wounded ship. Click the hydraphone icon to have the operator report nearest contact once is very handy. Steer away from that nearest DD and do short bursts of speed when reported "moving away." When starting the evasion dance, do not immediately go to the deepest depth. Set your initial depth around 150+ and steadily go lower in small increments. If by any chance they have an idea of your depth from pinging, by the time they set the charges and drop them, you are at a new depth. Once you get as low as you dare and are still being attacked, again raise your depth in larger jumps so as to skip accross the depth bracketing. Constantly changing depth keeps them guessing. Run when you can (or have to) and go silent when you can't. Keep in mind when going silent and slow, the DDs will work over the spot they last heard you which is likely only a few yards away when you were noisy. Use the last momentum of your skoot to make a 30 degree turn just after setting 1 knot and silent. Every time you hear DCs explode, increase your speed a couple knots. Every yard you advance undetected counts. Each DD runs a circle around a detection center. This is very effective. Once you break out of this circle, the chances you will escape increases as long as you don't give them a reason to break out and start a new circle. Battle stations increases your noise level even in silent running. If you aren't damaged, don't use it while evading. On the subject of decoys, we are all well aware of the popular tactic of the WWII movies where junk and oil was launched from the tubes to make those on the surface think they were seeing the results of a hull breach. I've sometimes wondered what would happen if I launched a wild slow torp set deep out the rear while I'm still shallow. I just haven't wanted to throw away a torp enough to try it. My idea is to use it as a mask when being chased from the rear while I skoot at high speed for the deep. -Pv- |
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#9 |
Navy Seal
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I read in one book where a sub captain actually took photos of a DD depth charging him. He actually took staying at periscope depth to a primary level of his strategy on the theory that if you can take peeks at him you obtain enough information to keep the upper hand. Sounded good to me, except for the kicker: you only get one fatal mistake. Modders are working on that one.
This afternoon I was busy setting up a couple of merchies and a DD for mayhem and an undetected plane flew overhead, dropped bombs, called all his buddies in the ships I was setting up and generally made a mess of my "perfect" ambush. Had my radar on too, so tunnel vision must have taken over. Darn exec is supposed to take care of that. That's why I gave him that 2 x 4. Of course Mr. Destroyer sauntered into range and then made a run on me, so I stayed at periscope depth and maneuvered to one side. I put the scope up and shot some pictures. Eventually I stayed at periscope depth for about an hour so far. This must not be that elite crew we've been talking about. I have him taking some shots at my scope. With Muzzle Flash 1.1 it really looks great. As usual, I'm running TM 1.6 and a very few other mods layered on top. The pictures: ![]() ![]() ![]() ![]() Oops. Left the scope up a bit too long on that one. That's his bow turret saying "Hi!" These shots are at low magnification. I could watch them roll the depth charges off the stern, but haven't been able to get periscope shots of that yet. As you can tell, sonar conditions are too good for comfort, water fairly smooth, good visibility and water tranparency for the airplanes, who are more dangerous than bozo over there. Time to figure out if I'm going to bug out and try after dark or continue my spy insertion mission and let 'em go. Hope you enjoyed the pictures. ![]()
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#10 |
Ensign
![]() Join Date: Oct 2005
Posts: 229
Downloads: 17
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And here I thought I was bold to attack a TF in shallow waters.
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