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Old 08-09-18, 06:48 AM   #1
propbeanie
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Stock and some mods don't have them easily available, if at all. In TMO-based mods, if you're in a fleet boat and in the Control Room, they are on the un-occupied stand to the Chief's right. In the Conn, they are to the Helmsman's right on his station. In both cases, it's a grouping of 4 small gauges, 2x2, maybe just above waist height... Some mods, you can click on them and set the rpm. Others, they're window dressing, and you'll have to fiddle with the knot gauge to get the rpm down...

It is difficult to not panic or worry when you hear continuous pinging, but patience is key, as is realizing you will take damage. The main ingredient is proper attacking, which is just biding your time, and attack where / when appropriate - if possible...



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Old 08-09-18, 07:29 AM   #2
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That "Knot Dial" is the second half of the Telegraph Dial, along the bottom right of your task bar. You can set specific slower speeds then what the Telegraph will give you there. By clicking just below each Dial, you'll get a different set of Dials/Gauges. The Compass will produce a Rudder Gauge to individually set the rudder to a certain degree of angle. The Shallow Depth Gauge turns into a Deep Depth gauge.

========

As far as the interior ambient sounds of the sub goes, there is no capability of lowering the volume when you would like it to....like when silent running. Just a part of the game the developers didn't quite get right, and there's nothing we can do about it. This background noise DOES NOT effect the enemy detection though....it has no effect. It's the subs RPM that triggers a sound detection, plus the capability of the enemy to find the sub with "active" sonar (that's the pinging you're hearing), no matter how little of noise you may be producing.
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Old 08-09-18, 12:49 PM   #3
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As it turned out, I used too many torpedoes to do it, but did manage to sink two freighters. It was sort of dark, I got spotted, and a few cannon shots came in my direction. So I guess the four escorts had a good idea where I was. At that point I did all the normal escape things: turned away from the convoy, dove deep (320 ft), rigged for silent running, set speed to AA 1/3 and set one knot on the speed log dial.

I did hear one depth charge go off early on, but it wasn't close. I just remained silent and deep and eventually the escorts returned to the convoy.

But... There was no active pinging involved as was your case. Had there been, I would have made sure to show as small a profile as possible, preferably a stern view, which I didn't see mentioned above. I think it's a big factor when active sonar is after you.
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Old 08-09-18, 02:34 PM   #4
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Ahhh... but the game doesn't do "profile" the way you would think... there have been conflicting reports from the field - and it may not matter - or, (horrors ) it might be "reversed". Further CapnScurvy luh-bore-uh-tory testing is needed (ya can't get that "CSL Approved" sticker without it!)...
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Old 08-09-18, 10:44 PM   #5
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Dunno if this will help, and am unsure how you currently set up your attacks, but in the stock game, I have had success setting up at 1000-1500 yards 90 deg from the main target bearing line at depth, working to minimize exposure at the depths where they can hear me. (duh )

  • starting out below the thermocline (usually 200-250 ft), I configure the torpedo settings and confirm silent running.
  • Beginning the ascent puts the crew on battle stations.
  • Pause at 150-160 feet (below most DD hearing) and survey the situation on the plotting board.
    • Assuming no nearby "sidekick" DDs, when the lead DD passes past my 11-12:00, I start to ascend, watching the tracks of the targets, trying to get the main target ship at 40ish degrees ascending through 100 ft or so,
    • the attack periscope is raised and set at the approximate target bearing.
  • Once at periscope depth, I acquire the target(s), track and fire. (If using the O'Kane method, that will be 10-12 degrees before the boat's 12:00)
  • As soon as the torpedoes are launched (as a rule, 3 for large ships, 2 for medium, one for small), I silently submerge toward 250 ft while moving ahead at 1 kt, determine which DD is likely to be a problem, and formulate a plan to avoid him.
  • As soon as I am safely below the thermocline, the speed can increase to 5 kt and zig zag evasive maneuvering begun to have the stern pointed to the nearest DD much of the time, using the zig zags to check progress.
Since this is in the stock game, YMMV with TMO.

Good hunting!!
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Old 08-10-18, 05:53 AM   #6
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Propbeanie: in your reply, you added a video, I looked to see what it was going to show.. but It's Credence Clearwater Revival..

Is that what you meant to send?
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Old 08-10-18, 06:08 AM   #7
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Thanks all,
I found the RPM Gauges, and got the info that game AI doesn't 'detect' the background noise, just the ship's RPM noise.
And, thanks to all the strategy clues, I have been doing most of them anyway, but it's always good to get reinforcement of what I'm doing.
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Old 08-10-18, 07:58 AM   #8
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Quote:
Originally Posted by mikesn9 View Post
Propbeanie: in your reply, you added a video, I looked to see what it was going to show.. but It's Credence Clearwater Revival..

Is that what you meant to send?
Quote:
Originally Posted by propbeanie View Post
... It is difficult to not panic or worry when you hear continuous pinging, but patience is key, as is realizing you will take damage. The main ingredient is proper attacking, which is just biding your time, and attack where / when appropriate - if possible...
I'm just referring to when the best time to attack is, which is "The Night Time, Is The Right Time". CCR just happens to be my favorite band from when I was a kid... - barring a night attack, some "chop" to the waves, or maybe some light rain. When it is perfectly clear, high noon, glassy sea, that's when they'll see your boat from 12,500 and put an 8" shell through your conn, or if they don't see you then, they'll "hear" you under the water, and find you with some boom-boom cans...
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Old 08-12-18, 06:05 PM   #9
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One thing no one mentioned is the DD crew AI. There are different settings on the skill level. Stock uses random levels. TMO has all the levels set to the highest. RSRDC sets them consistent with the period of the war, with some random differences. If you encounter a crew that is set to the highest level, then any historical accuracy doesn't count. That crew will be able to find you at night, while you are silent running below the thermal layer. Also, they will not let up until you are destroyed, they are out of cans, or have gotten too far from the convoy.

If you get a lowest level crew, then they could miss you during a clear day, while surfaced, and firing on them.
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Old 08-13-18, 07:28 AM   #10
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Quote:
Originally Posted by fireftr18 View Post
One thing no one mentioned is the DD crew AI. There are different settings on the skill level. Stock uses random levels. TMO has all the levels set to the highest. RSRDC sets them consistent with the period of the war, with some random differences. If you encounter a crew that is set to the highest level, then any historical accuracy doesn't count. That crew will be able to find you at night, while you are silent running below the thermal layer. Also, they will not let up until you are destroyed, they are out of cans, or have gotten too far from the convoy.
I've heard about that. Next question, what about TMOwtw? I think it varies as you mentioned for RSRD. So far I've encountered some very nasty DD's and some that appear to be clueless.
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