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Old 09-29-14, 05:25 PM   #5
Pisces
Silent Hunter
 
Join Date: Dec 2004
Location: AN9771
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Quote:
Originally Posted by jojotcb10 View Post
I have been playing silent hunter 4 quite a bit so I have a decent understanding of how to set up for a shot on surface ships at least as far as setting up for a T like shot and getting ahead of the enemy surface ships. I havent had a chance to practice anything with the modern subs yet so we will see how that goes. Do I use the same mark torpedos against the surface ships or do I use something else? I am not quite sure what the other stuff is. I know I have missiles on board too, I am not quite sure what they are called or if they can be used against surface ships or just land targets which is also something I havent got to try yet. There are just so many different things to learn...
SH4 is different in the sense that these torpedoes have some sort of guidance in it's head. They can steer themselves to the target if it detects it ('something' really). The T-shot isn't so neccesary as torpedoes can also find it's way in a tail chase. But to get the torpedo to lock a T-setup is desirable to get a good active sensor return when it enables. It's better to direct the torpedo with a good sense of where the target is and will be (accurate TMA on course, speed and position) rather then just send the torpedo in it's direction and let it search it on it's own. But yeah, that takes experience. (which I also lack sometimes) If I don't exactly know how far away a target is (like a snapshot launch), I try to make my fired torpedoes 'ride on the bearing'. Steering the torpedoes along the current bearing of the Sierra contact it is supposed to hit. A decoy might spoof it but you can redirect the torpedo after it has locked on something.

For the US subs you only have one type torpedo, the Mk 48 ADCAP. That one is good for surface as well as subs. The range you should fire a target at depends on many tactical factors. But there is the concept of no-escape range that can be decisive. The torpedoes have a maximum speed it can go at (ADCAP 55 kts), and a maximum distance it can travel (27 nm according to the stock manual). From that you can calculate the endurance of the torpedo, the time it takes until it dies from exhaustion: 27nm/55 kts= 0.49 hours, or 29.5 minutes. Before that time the target would need to have been hit, so the torpedo must catch up to it. Assuming the target immediately detects the torpedo launch and tries to evade away at max speed you can figure out the relative speed between them. Like say an Alfa has a max speed of 35 knots (I'm guessing,don't know for sure, could be different) and turns directly away. So the ADCAP can overtake the Alfa by 20 knots. (55-35 kts) Considering the time until it dies out, the ADCAP can gain 20 kts * 0.49 hours= 10 nm on this (Alfa) target. If you fire when the Alfa is beyond that range then you cannot be sure that the ADCAP has the endurance to hit the target. You have much better odds when it is closer. Caveat in all this is that this simple calculation assumes the target and torpedo can turn on a dime when it detects the torpedo launch. Also the target takes time to accelerate to top speed, and the torpedo can do so much quicker. So there is a margin of variance in this. And of course the torpedo might be spoofed by a decoy along the way.

This no-escape range is different for each torpedo-target combination. As it depends on the maximum speeds of each and torpedo max travel distance. So a generic no escape range cannot be given. It depends on the target.

Missiles are much quicker than torpedoes, but fly through the air. And surface warships likely have airdefenses around so they are likely shot down before they reach their target. The intercept missiles are much quicker than the Tomahawks and Harpoons. Also, you are a sitting duck for helos when you are trying to launch them. ... with a launch plume hovering above your location. Say bye bye to stealth. Doing this requires clever waypoint planning and luck.

I personally think the playable surface warship (FFG-7 O.H. Perry) is a bit too complex to learn in the beginning. Operating it requires knowledge of too many systems at the same time. The subs have a much less of a learning curve. But I must admit, I am a bit biased having played Subcommand before DW, where there were only subs in the game. I suggest you focus on subs first.

If you want to try out how the buoys work then I think the Helo is an easy starter unit. But flying it around can be difficult in itself. I usually leave it on autopilot and move it around from the map. It is easy to ditch it in the sea if you don't watch out with the transitions in speed and altitude.

The quick missions are far too quick imho. They are arcade-ish in the sense that you are too close to the other units and are often immediately detected. You miss the prelude setup period where you start to detect them from long range. You are thrown into the mix, often detected from the start. Also consider that when you hear of a torpedo launch detection that you are not necessarily the one that is aimed at. It might be one of the other guys in the area. Look for the torpedo signal in the sonar suite, and observe the bearing drift of it. If it moves quickly then you can calm down (but be alert). It is not comming to you. If it stays steady on a bearing degree then it is (almost certainly) heading for you, ... or something along your immediate direction. Time to get out of dodge ASAP! If you have to loose the TA because you cannot reel it in, then so be it. The object of the game is to stay alive.
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