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#1 | |||
Lucky Sailor
![]() Join Date: Oct 2010
Location: Rome
Posts: 4,273
Downloads: 81
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#2 |
Sonar Guy
![]() Join Date: Feb 2014
Location: No Longer On A Big Grey Floaty Thing
Posts: 395
Downloads: 116
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Sadly, the thermal layer is not modeled in vanilla SHIII or any mods that I know of. If it was, then the only thing any of us would have to do is get deep (very, very deep) and slowly creep away at one or two knots.
However, everyone here is giving you ways to become undetected and prevent being depth-charged. I'll give you some tips that I've learned for how to avoid being critically damaged when a destroyer does make an attack run. (This will be from an internal view; no external or free camera) Go to the command room view and listen...you should be at depth already, and moving anywhere from 1-4 knots. (For these purposes, let's say you're at 75 metres.) The sonar pings will be very intermittent, I'm sure you know this is the destroyer, trying to get a lock on you. Once the sonar becomes more consistent, be ready to go to flank speed. There will be a point where the sonar cuts out, and you will hear the destroyer's screws as he starts to go above you. At the point where the sonar pings stop, go to ahead flank, and go either hard to starboard or port while diving...the depth charges are already set for a certain depth, which will be the one where the destroyer last had you contacted. With practice and a certain amount of luck, you should be able to get off scot-free, or at least with minimal damage. Late-war, however, the odds get heavily stacked against you, with the introduction of Hedgehogs and Squids. With these, a destroyer will keep you contacted, set up for a perfect attack run, and fire these ahead of themselves on your position. Good news: they only explode on contact. Bad news: They only need to hit the hull once, maybe twice on some of the larger submarines, to sink you. Just be glad they didn't add the Allied anti-submarine torpedoes. As for avoiding being detected... Run silent, run deep. Rig for silent running unless you have absolutely critical damage (i.e, your submarine is sinking) This will stop all repairs, reloading, anything that is non-critical. Manually set your speed to 1 or 2 knots, and stay on a course to break contact with the convoy/task force you were engaging; in most instances, the escorts will only drive you off, not hound you until the end. Remember, if you survive, you can surface to repair, rearm, and recharge in order to go back into the fray. If sunk, well...you can't. Also keep in mind that any hostile ship that you contact/engage will report your last known position and heading, and depending on your location, that means you'll get some friends in the form of aircraft and hunter-killer groups.
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"That flag and I are twins, born in the same hour from the same womb of destiny. We cannot be parted in life or in death; so long as we float, we shall float together." As much as I dislike it sometimes, I'm a tin can sailor, through and through. |
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#3 |
Admiral
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You can outrun 'most' escorts. If you are attacking at night, flank speed away, keep your stern to the escort and in some weather they will lose you
Even though you can still see them. Try it it works! Also if you want to try this. Do a night surface attack on a convoy. Once the torps hit, get out of your area, but stay close to see what happens. The escorts make a straight path to Your last area you fired from. This works with steam, have not tried it with battery torps. At the end of the day my tactic is to get out of the area as soon as possible. If you dive too deep and go slow, but are In the area you fired from, they will eventually find you. Especially if they get lucky and hit your boat causing repairs and noise. Hope this helps.
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#4 |
Officer
![]() Join Date: Apr 2016
Location: Near The Rockalls Bank
Posts: 247
Downloads: 261
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I have observed the following post to be true.
SH3 Commander gives you temperature layers. While it may be executed in the game as a kludge, I find it tactically useful when combined with other things you may use to make your escape. I use SH3 Commander first and foremost, because of this. http://www.subsim.com/radioroom/show...66&postcount=6
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Leoz "Auf gefechtsstationen!" NYGM |
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#5 |
Sonar Guy
![]() Join Date: Feb 2014
Location: No Longer On A Big Grey Floaty Thing
Posts: 395
Downloads: 116
Uploads: 0
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I did not know that. Now that I do though...
![]() Dive, dive, dive!
__________________
"That flag and I are twins, born in the same hour from the same womb of destiny. We cannot be parted in life or in death; so long as we float, we shall float together." As much as I dislike it sometimes, I'm a tin can sailor, through and through. |
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#6 |
Gunner
![]() Join Date: Apr 2005
Location: AZ
Posts: 93
Downloads: 25
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Learned a few tricks here, thanks guys~! Regarding temp layers, while at periscope depth, silent running, as soon as we fire last torp of the attack we go hard RT/LT rudder and dive to minimum 160m and level off with min engine speed.
Waiting for escorts to arrive, we set course at 90 deg away from convoy and listen... with the sound-man being me, I listen for the tell-tale pings that indicate we're on the DD's scope. Keeping our stern-to-enemy and evading his run-ins, we dive a few more meters at a time until the pinging stops--- we're in the temp layer~! Conversely, we have dived the boat to near 200 in a panic but later realized that we were still being pinged 'cause we were out of the temp layer and 'visible' on the enemy's scope. In this case we slowly rise to a level where the ping eventually stops and we slowly creep away. In desperation, we have gone as deep as 230 while still being pinged in which case, we sweated the hours away maneuvering each time DD made his run-in and eventually, were able to give him the slip... and lived to fight another day~!!! ![]() |
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