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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#14 |
Planesman
![]() Join Date: Mar 2010
Posts: 194
Downloads: 64
Uploads: 0
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DTT shots are for captains that don't have any concern for their crew's lives.
They are risky and the odds of winning are in the favor of the DDs. It *might* be in the favor of the sub if it's a DD far off coming on strong and not zigging. Then an attempt might be plausible. I've done them in game when I was relatively new at playing it and they were a lot of fun to pull them off. Screaming "Who's d'man now!!" My tactics now involve a lot of "get low and get fast." If they are pinging you, you can assume they know exactly where you are and can expect a bit of loud music to follow. Full rudder is a sub killer. 25 degrees will turn the sub respectfully fast enough without slowing you down excessively. You just want to get off course of the attacking DD. If he's coming from behind, is the worst. You want to keep them going across you if they are attacking. Ahead flank for 20 to 30 seconds and then all stop and coast with very slight rudder. Drift out and away. Listen on the sonar for clues about where the DD is and which way it's heading. When it has it's baffles to you, slow ahead a bit then as it turns to where it can hear again all stop and drift. If you're in shallow water, you may have to fight it out as a best option. I'd rather be at periscope depth than 70 meters any day. But I'd rather be at 200 meters than periscope if I had an option. There is a way to "game the system" though. If you're in a convoy, and have enough sub speed to keep up with freighters or tankers, then you can get under one of those ships and they will not be able to attack you. You can even surface and shoot at them with the deck gun and they won't shoot back because they might hit their own convoy ship. Like I said, It's gaming the system. But it's kind of fun out smarting the AI just for hell of it one time or two. |
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