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#1 |
A-ganger
![]() Join Date: Jun 2010
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Ok, so 10 minutes ago my first career ended on my 4th patrol. Sunk 4 ships, set course back to base, then got detected by a destroyer.
First two depth charge runs didn't do any damage, but after the third my sub began taking water, and it sank. What surprised me was how hard it was to lose the destroyer. Seemed impossible ![]() But there must be some basic techniques, right..? So... what do I need to know to succesfully lose enemy destroyers? ![]() |
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#2 |
Lucky Sailor
![]() Join Date: Oct 2010
Location: Rome
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Theres been numerous threads on this, and I'm guilty of starting one myself. A few people will probably answer anyways, so no worries. Here's the thread I basically asked the same question and got the answers your looking for.
http://www.subsim.com/radioroom/show...leave+me+alone. But basically, deep (I like to go to 150-200m), slow (50-75 Rpms, click just below 1 knot on the speed setting), and long slow curves (10-15 degrees rudder). |
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#3 |
A-ganger
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Thanks, I'll read it through
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#4 |
Lucky Sailor
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If you take out the ()'s sections.... it sounds a little kinky
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#5 |
Eternal Patrol
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I always go to 70 meters, and silent. If they pick me up, I wait until they make an attack run. When I can hear their propellors I go to flank speed and drop 20 meters, and turn hard. After the depth charges stop falling I straighten out and go silent again. If they come back, I do it all over again. Once I reach the red zone on the depth guage I crawl back up to 70 meters.
It works most of the time. But then I've never played past 1940, so I I don't have a solution for massed attacks.
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#6 | |
Grey Wolf
![]() Join Date: Feb 2007
Location: CG 96
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![]() Quote:
![]() If you get caught by multiple DD's, especially if they are using active sonar it becomes very important to be able to hear well. I've got a comfortable set of headphones I'll put on (you're gonna have em on for awhile, sometimes up to 8 hours if you follow through to the end). If you have decoys those can save your life, they do work really well. Best if you man the sonar yourself and listen to the boats yourself. Pretty much the only window of time you have to escape these deathtraps are during the depth charge explosions, so you need to make the most of each one. The moment you hear a charge dumped in the water count on how many get dropped. The moment you hear the first one detonate slam the engines to flank. I prefer to try and maneuver myself so I end up perpendicular with the DD and escpape via the blind sides (usually with 45 or 90 degree turns). Keep moving at flank until you hear the second to last charge explode and kill the engines completely. Once your speed drops down set it back up to 1 knot and keep moving along. If you have decoys you can extend that period where you can continue moving at flank for up to a minute or two, shortly before the last charge is going to detonate deploys the decoys and keep on moving at flank. IME decoys will confuse all the escorts for anywhere from 30 seconds (if you have 4 or more) or up to 3 minutes if you only have 1 or 2. If the escorts have lost you they'll keep circling but you will finally be outside their radius of search. Be sure to crawl away at 1 knot perpendicular to the circle (geometricaly any position would be perpendicular to a circle, but in this case where you and the escort would form a straight line) be perpendicular to him at that point so you are moving the farthest away in the quickest (mathematical) manner. |
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#7 |
Seasoned Skipper
![]() Join Date: Oct 2010
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I actually don't have any success with the decoys. They always lock back onto me and ignore the cloud of bubbles.
Also, can you run out of decoys?
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Largest target sunk with deck gun: Japanese auxiliary cruiser, 15000 tons
Largest engaged: HMS Nelson. Results inconclusive. ![]() Read Brag's stuff ![]() |
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#8 | |
Watch Officer
![]() Join Date: May 2007
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...i have got to 42 january. and then always back to begining in 39. im having the feeling that when i die i will continue with a new crew, and so on - just for the hell of it. but most of the time i play like you - once dead return to 39. stuborn i guess. i whish you greater luck!! ...oh, und ein gutes neues jahr und gute jagd.. ![]()
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#9 | |
Planesman
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I always wanted that orders but if u change flotilla u and your boat are "beamed" there. Do you drive there on your own when u plan to change flotilla? |
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#10 |
A-ganger
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By the way, are the destroyers constantly pinging, or only when they suspect your presence? I suspect the last, but I'd just want to be sure
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#11 | |
Grey Wolf
![]() Join Date: Feb 2006
Location: In the mountains, now. On the edge of the sea before.
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Roasty: Oh, hell yeah! Karl: Now, you do know the tactical advantages of a U-boat? Roasty: Dinner is always swaying slightly sickeningly just beyond my navigator? Karl: (smirk) Your U-boat's only tactical advantage is that it moves in a three-dimensional space. Your opponents only move in two-dimensional space. Roasty: (ding!!) 200 meters of depth is my friend! Karl: (beaming) Here are the keys. Prien banged it up a bit, but we rolled out those dents. And no one drives new in CE33 anyway. Roasty: (maddly scribbling) 200 meters = good. 50 meters = No birthday.
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"Well, now, that's true... the IXC is a bit of a chick magnet..but you really can't beat the VIIB for off-road fun." |
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#12 | |
Grey Wolf
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![]() Quote:
But to add to your question: Must the ping be directed at you for you to hear it? I am not sure about that.
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"Well, now, that's true... the IXC is a bit of a chick magnet..but you really can't beat the VIIB for off-road fun." |
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#13 |
Silent Hunter
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![]() I was hoping to find an Elmer Fudd Clip, but this one wil have to do.
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#14 |
A-ganger
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So even if they're pinging me, it doesn't mean they have found me?
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#15 |
Lucky Sailor
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Not neccesarily, they have to acquire you on active sonar.
But on the flip side, if they're aren't pinging, it doesn't they don't have you either. They did have passive sonar. Ain't being a subber fun? |
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