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#1 | |
Engineer
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I believe that at the start of the engagement, if you don't choose to close in the game will put you at a distance at which either you can detect them or they can detect you. So if the sea is really noisy you can start the engagement inside their active sonar range. But in perfect conditions you can start as far as 30 KYDS(@devs - feel free to correct me if I'm wrong here) |
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#2 | |
Chief
![]() Join Date: Dec 2010
Location: U-32's Wintergarten
Posts: 325
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I've changed this back to the default and it is exactly how you describe - much more managable. I'm pretty sure this is a bug. |
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#3 | |
Engineer
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#4 | |
Chief
![]() Join Date: Dec 2010
Location: U-32's Wintergarten
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I changed it back to the default and it's *almost* too easy now. |
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#5 |
Engineer
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There's one other thing though. Some missions (TLAM strike, seal insertion) have fixed starting position. That's where I have problems too and I think this actually is a bug. All the normal engagements seem fine to me.
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#6 | |
Lieutenant
![]() Join Date: Jan 2005
Location: Houston, Texas
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Other than the changes in detection, do you find any downsides to the 1:2 ratio? Its also pretty much the first thing I changed, but am wondering actually what it does now. Arcade unrealistic?
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. >> USS TEXAS BB-35 Restoration CrewMember << |
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#7 |
Chief
![]() Join Date: Dec 2010
Location: U-32's Wintergarten
Posts: 325
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It's bareable, but I'd prefer the longer distance scale. The engagements now nearly always start in my favour and it's fairly easy to stay undetected.
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#8 |
Sailor man
![]() Join Date: Jun 2017
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Err, you say you go to silent running and begin 'beaming' the enemy?
You mean active sonar? Don't use it. It just shows everyone your position unless they are close- probably 15kyds or less. Stay at 5-10 knots, move in one direction, then another and rely on passive sonar and towed array. Avoid making very acute course changes or depth changes as it would degrade tower array performance. Change depth slowly and with the planes only. I can kill enemy subs without them ever knowing the direction it was fired from. |
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#9 | |
Chief
![]() Join Date: Dec 2010
Location: U-32's Wintergarten
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#10 |
Planesman
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#11 |
Planesman
![]() Join Date: Aug 2015
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With the risk of being obvious, repeat what has already been said and/or you already know, i'll give you my two cents.
I'll focus on enemy sensors. I'll start by saying that their passive sensor is linked mainly by these factors: 1 - Noise produced by your ship 2 - Whether or not you are within their operational angle arc 3 - Your distance 4 - Your depth 5 - If the path between both is clear (any ship between can create enough disturb to destroy the signal What you can do to decrease their passive signal is to put some distance, reduce or kill your speed, activate silent running, put some other ship between, change the layer and most important stay in its shadow zone. Decrease your depth will be effective only if you can go pretty deep like beyond 1000 ft (works pretty well against choppers) The active sensor on the other hand are linked to: 1 - Your distance 2 - Your profile exposure So what you can do is put some distance and try to limit your exposure (having the target directly on your bow or stern) and again stay in the shadow zone. So first of all please do not beam the target unless the active value is low, otherwise you will just make easier for them to spot you once the value increase. Second decrease any noise generated by your sub as much as possible (or at least the necessary amount in order to avoid finding yourself moving too slow to maneuver in time). Third, try to understand as soon as possible whether there is a safe shadow zone but beware of choppers, if choppers presence are already confirmed then you will have to consider going deep. Fourth, try to use their own sensor limits against them. Devs already said that limiting your aspect can cut the value by up to 25%. I'll give some examples, if you beam the target with an active value of 10 and he pings you then be sure he will start to track you. On the other hand, if you aim perfectly toward the enemy or away from the enemy, to detect you they will need four time the normal value (10/0.25 = 40). Can you take this as a safe value? No! Because once they are simply too close, like below 3000yrds, they will at least move toward you, maybe without engaging you. It happened more than once that i got a ping from a target about 2.5kyds but the relative bearing was 0 and he simply did not see me. For last but not least, in theory the active sonar should be disturbed when you are close to the bottom but after many test i can confirm that it is not working like this in this game or at least how the AI reacts to this dirty value. In the best scenario i saw them just parking above me for a long time, but usually they will just stay there and attack you. |
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#12 |
Seasoned Skipper
![]() Join Date: Jul 2007
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Ambient noise and flow noise greatly affect the sonar detection, as well.
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#13 | |
Chief
![]() Join Date: Dec 2010
Location: U-32's Wintergarten
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Downloads: 182
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My main issue was I was starting missions where the enemy sub already had over +10 on his passive return to me before I'd even had a chance to take any action. I don't know if this was because I was using the distance scale set to 1/1 because it didn't happen every time, but since changing it back to the default setting of 1/2 it hasn't happened at all. |
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