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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Seaman
![]() Join Date: Jul 2018
Location: Florida
Posts: 31
Downloads: 1
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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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Now where did I put that clock key? |
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#2 |
CTD - it's not just a job
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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
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"...and bollocks to the naysayers" - Jimbuna |
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#3 |
Run silent, run deep
Join Date: Jun 2016
Posts: 225
Downloads: 59
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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
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Good hunting!! ![]() |
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#4 |
Sonar Guy
![]() Join Date: Feb 2013
Location: Sarasota Florida
Posts: 391
Downloads: 68
Uploads: 0
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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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#5 |
Sonar Guy
![]() Join Date: Feb 2013
Location: Sarasota Florida
Posts: 391
Downloads: 68
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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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#6 | |
Admiral
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An overall understanding of detection is...…..there's MANY ways a sub will be detected!
1. Visual: Within the parameters of the game (modded or not), the sub can be detected by visual means within specific distances; specific time periods the sub is exposed; specific amounts of sub "size" actually exposed to the visual sensor. This can come from ANY enemy source......Plane; SanPan fishing boats; Land installations; etc. 2. Sonar: The same as Visual, but in different area of detection...….one is above the waterline; the other below the waterline. 3. Hydrophone: The subs noise level from its engine RPM value. Enabling Silent Running simply works as a "modifier" to a calculation of RPM, Distance, Depth, of the sub. 4. Messaging: You send a message/report to base...….detection occurs if an enemy is within a certain specified distance. 5. Firing a torpedo or deck gun shell.....no better way of telling the enemy where you are is by firing on him. AND, with any of these initial processes, there are additional "modifiers" that come into play that can either "enhance" the detection capabilities, or "detract" from the calculation. Such as, how long the detection time period will be "active" before the enemy will go back to its non combative state; Or, how the environmental conditions play an effect on detection. Lot's of ways to be detected!
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
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