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Old 09-06-09, 09:11 PM   #16
Brag
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In game, when you have two or more escorts after you, it is very well represented. Therefore, it is the explosions that deafen the escorts what helps you escape. Very difficult to do when one is listening while the other attacks.
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Old 09-07-09, 12:32 PM   #17
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Originally Posted by Damo View Post
In real life yes but is this true to the game? I thought I read somewhere on these forums that the explosions had no effect on a warship's ability to hear you. Fair enough, if there's only one hunting you then you're in it's baffles when the DC's start going off so you can go to flank speed anyway, but what if there's 2 or more? Can they still hear your engines at flank during DC explosions even though the vessel that dropped them can't?

I'm interested to find out as not modeling a DC 'blackout' seems a rather dumb oversight on the part of the programmers.
When being hunted by two or more hostiles you will/should notice that only ever one attacks at a time, the other/others continue to listen.

The only time an attacker is unable to hear you is when you are in his baffles, the other/others only lose your sound signature for approximatelt 10 seconds after the depth charge explodes....not all that realistic but the constraints placed upon us by the game engine I'm afraid.
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Old 09-07-09, 01:12 PM   #18
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Ahh, ok. Thanks for the clarification as I always worked on the assumption that DC's had no effect on the enemy's hearing ability. Wish I knew where I'd read that but I've done so much reading here my brain's like an SH3 sponge with no room for source info, lol.

So it's 10 seconds grace we get after the explosions eh? Enough time to whack it in flank and get the speed up for evasive turns and stuff I guess. I take it that that is hardcoded with no scope for adjustment? Would of been done already I suppose...

Touching on a comment above, I tend to pop my Obs scope up above it's housing and use it to see those DD's coming up on my rear so I can see if it's gonna be a problem or not and turn left or right depending on it's trajectory. Of course, this only works when it's light enough and I have water opacity set to 20 in SH3Cmdr. Were obs and peri scopes not used in this way? I also have a surround sound speaker set up that works well for hearing where they're coming from when in the control room, I love that.
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Old 09-07-09, 01:45 PM   #19
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Touching on a comment above, I tend to pop my Obs scope up above it's housing and use it to see those DD's coming up on my rear so I can see if it's gonna be a problem or not and turn left or right depending on it's trajectory. Of course, this only works when it's light enough and I have water opacity set to 20 in SH3Cmdr. Were obs and peri scopes not used in this way?
In the murky Atlantic I reckon they'd be hard pressed to see beyond the bow or the stern
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Old 09-09-09, 08:39 PM   #20
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I just wanted to let the OP know that Ive had luck (doing this more than once, not just making a wild shot) with hitting a charging destroyer with a rear fired torpedo at around 700meters (before the unit starts doing that zigzag at around 600 meters). Although the pics are from 0 degrees (facing the destroyer), I think it works better from the rear. I set the rear torpedo to fast (electrics work even better here cause they are not seen by the target) and fire when the stern is at 180 degrees to the bow of the target (it seems that the margin for error here is pretty tight, maybe only around 5 degrees to either side will cause a miss for sure). I usually only have time to set up the shot and check it once (make sure that rear door is already open too) before I have to fire that eel and get the heck out of there. After you fire, watch for the impact but do not dive or turn left or right as you want the boat to continue to chase you in a straight line. Interrupting line of site will cause the destroyer to lose you for a moment, in that time it will turn left or right causing your torpedo to miss or jacking up the angle of impact so that it will not detonate. With any luck your shot will be true and this will be the end results of your tactics. I'm not an expert by any means but have spent much time over the last 4 years Ive had this game, wringing every ounce of enjoyment out of this game.. if anyone has any corrections or anything to add, feel free.


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Old 09-22-09, 10:38 PM   #21
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IXB, eh? That's my baby.
I don't run noise meters but, from your description, it sounds like Silent Running is not set and/or your speed is over 2 knots. Here are my sugestions:
Right click the CE so you are at his station.
Turn your view to the right so you can see both depth guages, and above them your RPM Guage.
Click your Lee Helm so you make the numerical entry, as opposed to "slow", osv.
Tell the CE to set Silent Running. (I guess you knew all that, so now comes the IXB trick).
Set your Turns (RPM) at exactly 90. This will give you about 1,9 or 1,95 knots.
Now you've set the real Silent Speed for the real IXBs.
At 102 meters you have about 34 seconds to evade DCs.
120 meters will give you 40 seconds, which isn't bad.
150 meters will give you 50 seconds. That may be good enough not to break Silent Running when he drops. Keep your aspect low, and keep your fingers crossed.
Good Luck on this, or more likely, future patrols.
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