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#1 | |
Soundman
![]() Join Date: Aug 2015
Location: Australia
Posts: 147
Downloads: 42
Uploads: 0
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![]() Quote:
I don't think that's the case, either in real life or in game. My realistic argument would be that if they could hear your high speed getaway, then why can't they hear the much louder incoming torpedoes? My game mechanics argument is based on how destroyers react when not in the alerted state; they do nothing, except maybe a small search pattern around the convoy. Also, if you're worried about them sneaking up on you, throw in a 60 degree turn in a direction of your choosing after the explosions begin. |
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#2 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
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Decoys also help when evading, if they're not active long enough try this mod;
http://www.subsim.com/radioroom/down...o=file&id=5186 Stern to the enemy, all ahead flank, launch decoy, etc. Sometimes I get really close, fire bow tubes, launch decoy, ahead flank straight ahead to cross under the convoy to the other side before slowing down and going quiet. I never use the pencil for anything else, so I generally (1) launch decoy (2) switch to chart (3) zoom in and mark X at the tail of my sub so I know where each decoy is, and how much separation I have when I slow down. ![]() As for hanging out in the 'hood, I got tired of waiting two days near the star for the mission complete message on the "patrol (area)" missions, so I edited all the \Data\Campaigns\Campaign\PatrolObjectives\ files; [Objective 1] ObjName=Patrol Bismark Sea 01_Objective1 Obj=7 ObjType=0 RenownAwarded=200 AreaName=Patrol Bismark Sea 01_Zone1 AreaType=0 Presence=0 Time=2880.000000 The time is in minutes (60 X 24 = 1440 minutes in a day, so 2880 = 48 hours = 2 days) so change that to Time=60.000000 and you don't have to hang around. Also note renown for completing the mission, 200 points? That's why I started ignoring all missions when playing a career, if the objectives were more important than sinking ships then the renown awarded ratio would reflect that. |
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#3 |
Run silent, run deep
Join Date: Jun 2016
Posts: 225
Downloads: 59
Uploads: 0
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Sniper... as usual, good gouge!
![]() I have used decoys successfully if the DDs are closing fast and pinging like mad. In the dive I'll go to flank (perhaps crash diving depending on depth), punch out a decoy or two and run that heading for a minute or so, then while slowing to 2 kt I use the extra energy to turn to a new heading balancing the direction with maintaining a narrow aspect to the DD... Given the freedom to do so, I try to time the decoy/flank maneuver as I approach the thermal layer, timing the power reduction to coincide with passing through it. Has usually worked, but occasionally need to "Dance With the DDs" to escape a particularly talented acoustician. With respect to how effective DD acoustic differentiation is, does heading in the convoy's direction diminish their detection? Cheers! ![]() |
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#4 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
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Logically being close to any surface ship SHOULD mask your sub, but I'm fairly sure the game doesn't simulate that. I've seen cases where a DD is making a beeline towards me when I'm running quiet at periscope depth with a cruiser between me and the escort, and with either active or passive sonar he should NOT be able to either hear me over the noise from the cruiser or get an echo off me with the cruiser's hull between us. They do anyway, mainly because the AI cheats. The game controls the AI, the game always knows exactly where you are, simplest programming is for the game to feed your location to the enemy AI, so that's what it does. That's my theory, sloppy lazy programming, never been able to prove it with 100% certainty though. Decoys work more often than not, with the 30 minute decoys I've seen several different escorts making multiple attack runs on the decoys.
When all else fails, down the throat shots at 500-700 yards usually work, provided you make sure you're at or near a zero gyro angle so the torpedo doesn't need to make a turn. |
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#5 | |
Run silent, run deep
Join Date: Jun 2016
Posts: 225
Downloads: 59
Uploads: 0
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![]() Quote:
Thanks for the info - will concentrate on quiet and deep using the decoys and minimum aspect to the DD if things get dicey... Have been surprised when I attempted down the throat shots and took out the DD.. fully expected to see the "JESTER'S DEAD" screen ![]() |
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#6 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
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Pretty much have to be playing with duds off and be really close to hit a destroyer. Got a lot of destroyers it's like going after hornets with a fly swatter, you miss you're screwed.
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#7 |
Run silent, run deep
Join Date: Jun 2016
Posts: 225
Downloads: 59
Uploads: 0
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LOL! I actively avoid warships to sink merchants, so if I'm shooting at a DD, something went wrong and it's a bad day in Black Rock... In several hundred missions I have tangled with them only a handful of times, often 'cuz I got lazy keeping watch or was discovered in shallow water.
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