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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ocean Warrior
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BTW, if you think I'm being cagey- wait until you install Reinforce Alert in DW.
![]() Things are a LOT harder now, no one has a tactical advantage. I've gone back to the basics to try and figure out some new strategy. ![]() In real life I qualified on a diesel boat then went to a 688 and RA is still kicking my backsides. ![]() Oh, on the whole nautical mile vs kilometers thing- look at how a nautical mile is defined. As long as there are 24 hours in a day, knots make more sense. ![]() |
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#2 |
Seasoned Skipper
![]() Join Date: Nov 2006
Posts: 742
Downloads: 136
Uploads: 6
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My simple guide for beginers
![]() ![]() Other important thing is strengh of signal. Some submarines have it in Active intercept station. Last 3 (red one) lights means - you have trouble. Some subs have long range HF (ex: russian SSN) - it is good tool for ranging danger: 1) mark 2) see it on map 3) place own mark "+" (enter) 4) delete from map original "HF mark" 5) go to HF station and mark again ...and so on ![]() OFC it helps when your sub is heading to enemy Evading is quite complex thing. You need experience and luck. In MP session enemy player can guide torpedo via wire - remember that! |
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#3 |
Seasoned Skipper
![]() Join Date: Jul 2007
Location: The Icy North
Posts: 693
Downloads: 189
Uploads: 0
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Knuckles definitely exist IRL and are well documented.
They are too effective in Cold Waters because somehow, somewhere, turn-induced loss of speed disappeared so it is too easy to create *lots* of them, whereas you should be able to create one but loose a lot of speed in the process. In Fast Attack, I would always plot the incoming torpedo as heading on the reciprocal bearing from where it was detected, then go flank and turn 100 degrees to the track. If they had not gone active, you could easily evade them. Evading an active weapon that had a lock on you took much manuevering and several decoys, and you were by no means guaranteed to survive. |
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#4 | |
Gunner
![]() Join Date: Jul 2002
Location: Finland
Posts: 99
Downloads: 3
Uploads: 0
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![]() Quote:
Anyways this kind of manouvering was what I had in mind. So when you do that AND the torpedo goes around/through the noisemaker and reacquires? You would have it behind you with presumably flank speed at that time.. |
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#5 |
Ocean Warrior
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One other thing you can try if you're new or coming back to DW, open your mission editor and create a very basic mission of just you in the sub you want to play. Start the mission and flog the snot out of your boat.
![]() Run at different depths and speeds. Where do you cavitate? When does your sonar wash out? When are you leaving a wake near PD? How quickly can you change depth at a given speed? Then change the mission to include a surface contact and practice tracking them. Try changing your ENVIRONMENTAL CONDITIONS as you practice tracking your contact. Then, add a sub and track both contacts. Start a new mission that's just you vs a patrol plane and a helo. Set the ROE to "peacetime" at first, you'll know if they can track you when you replay the mission. Then change it so they'll shoot at you. Last, practice launching weps at your contacts. Building up your skill over time is actually very realistic. IRL, crews will practice for weeks prior to a deployment. |
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#6 | ||
Seasoned Skipper
![]() Join Date: Nov 2006
Posts: 742
Downloads: 136
Uploads: 6
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![]() ![]() ![]() You need subtract from "max detectable spd": - 4 from values 13-25 - 3 from values 9-12 - 2 from values 6-8 I suppose, you know where all (your favorite) subs starts cavitating at speciffic speed. How do you use this knowledge in game, why you have advantage over players who haven't this knowledge? DW do not simulate this. Are you still talking about Dangerous Waters game? Ok, so how quickly you can change depth for 688i at 18 kts? For example from 500 ft to 800 ft? Quote:
It depends on "tactic" given to AI platforms but if they are on "peace time" ROE, they probably will ignore you. In my opinion sticking to one platform only slows your progress of learning. You should check few subs with Russian/US type of sonars - it gives you wider knowledge than "mastering" one platform for weeks. It allows you to compare things different and similar to each sub. After that kind of experiences you will learn that in DW you have only 3 types of submarines with small differences between them - only weapon makes true differences. |
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#7 |
Ocean Warrior
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Yep.
![]() Remember how it worked the last time? ![]() |
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#8 |
Seasoned Skipper
![]() Join Date: Nov 2006
Posts: 742
Downloads: 136
Uploads: 6
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Sure, all the time you build myths about playing DW. You suggest new players to focus on things completely useless. Maybe this is funny for you but in my opinion it is wrong. So, can you be serious and answer me to my questions?
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#9 | |
Gunner
![]() Join Date: Jul 2002
Location: Finland
Posts: 99
Downloads: 3
Uploads: 0
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This is just something of an ongoing gripe, I've read all these "torpedo evasion" guides but none really address the scenario when you get a splashdown etc. I know it's a bad situation but at least there should be some sort of SOP for up to the creek without a paddle scenario. |
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#10 |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
Posts: 4,904
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If you research both then you'll find out they are derived from the same basis. Just a different subdivision. (and not related to time at all)
Last edited by Pisces; 11-20-17 at 12:32 PM. |
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#11 | |
Gunner
![]() Join Date: Jul 2002
Location: Finland
Posts: 99
Downloads: 3
Uploads: 0
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There's a bit of a debacle between km/h and m/s. Latter is not very intuitive except for fast moving objects like rifle bullets. |
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