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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Navy Seal
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The darkwraith made a mod which causes the depth charges to cause water disturbances. I use it with SH 4, I believe it was for SH 3 originally. Works great. I edited the noise so it was not as effective as it seemed to nerf the AI a bit too much. Not sure if its the same in SH 4 but the BOLD does not emit noise by default to confuse hydrophones (has to be adjusted to via S3D) but does cause a disturbance for enemy active sonar to focus on. |
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#2 | |
Ocean Warrior
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Thanks, but iirc that mod causes ctds in Sh3. There is one or more made for Sh3 but I'm not worried about it; the escorts aren't good enough to need it anyway. ![]()
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#3 | |
The Old Man
![]() Join Date: Mar 2010
Location: Frankfurt, Germany
Posts: 1,580
Downloads: 29
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How do you go about lossing them (not sure I read it i nthe other post)?
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KSDII-Ace/GWX 3.0 Gold/CCoM 10.0 + h.sie-patch; Windows 7 (64-bit); NVIDIA GeForce GTX650 (310.90) |
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#4 | |
Ocean Warrior
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- Go very very deep; 230 or more. - Silent running always on, one knot, any aspect work you like to use. I use Stiebler's silent running mod so the boat slowly sinks (wish it was faster to discourage the use of silent running always on, but anyway....). I use this sinking to my advantage and allow the boat to sink as far as I can get away with without imploding. - Once you feel the need to the rise in depth, do so quickly, even flank speed if desired. This is the only time you change speed from one knot. Doesn't matter if they hear you, you'll lose them again per above. But don't go above 230 or so. Sink from there again. If possible, I like to do these rises right after releasing a bold and/or the dropping escort is moving away so at least it can't hear me. But I never do a rise until I reach my depth limit per above. - Release a bold when any charges are exploding (only) close by. Pick and choose; you don't/can't have to release one every time. - Set a course away from the convoy to help shake the escorts over time. Preferably 180 from the convoy course but anything will help. - Sometimes when I know charges are dropped I'll alter course, hard port or starboard, but still only at one knot. Once they start exploding I center the rudder. - Rinse/repeat the sinking/rising, etc. until you've escaped. After the first sinking, you'll know your depth limit more or less so just use that as a base to rise again. You'll escape the vast majority of the time. You may take some damage from a lucky hit but even that isn't often. I.e., last night I ran into an NYGM 1944 convoy with an escort carrier and it's hunter-killer group attached. Was able to go to 270 meters before needing to rise each time, back up to around 230 and sink again. Took a bit of game time but escaped from the hunter-killer escorts, though was damaged (hull was orange on H.sie's damage indicator this time with a lucky hit, so had to return to base.) but I escaped. ![]() I do this successfully on a routine basis in both NYGM and GWX, hope it helps. Also, don't be afraid to use minor tc. I.e., when I know there's a window of time, I'll use 2x or 4x to speed things up. Never above that though until you've escaped.
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() Last edited by John Pancoast; 01-08-22 at 09:04 AM. |
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#5 | |
Weps
![]() Join Date: Sep 2017
Location: Australia
Posts: 371
Downloads: 92
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The Bolds do help a bit. I usually eject one after a depth charge run when I'm making a big manuever. In doing so I'll go ahead flank and dive, trying to build up as much speed as possible, so that when I go back to ahead slow I still have plenty of momentum to coast as far as possible. Also a slight course change of about 30 degrees - no more because it causes too much drag. My goal is to try to get out of their circle of immediate detection, but I've never made it yet that late in the war. Once they've found me again, I'll climb back up in preparation for my next chance. I play with map updates off, so I always have very limited information and situational awareness. I have also adjusted the asdic min surface values in my install somewhat like Stiebler/NYGM, so that the profile of the boat has an effect of how effective their asdic is depending on the angle. This is quite fun to play with earlier in the war as you can avoid diving deep to evade and mess with them to an extent. But late war it's next to useless I find. So yes, I find the Bolds useful to distract them for a bit, maybe a minute or so, but then they find you again. Depth, silent running, profile, all never seems to make much difference in late war. Still fun though and I appreciate the challenge. Maybe one day I'll learn the secret. ![]() |
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#6 | |
Ocean Warrior
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Try what I listed above. ![]()
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#7 |
Weps
![]() Join Date: Sep 2017
Location: Australia
Posts: 371
Downloads: 92
Uploads: 0
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For some reason I had considered 220m to be near the limit for a Type VII, but I did a test and you're quite right about 230m without damage. That's without Commander's random crush depth of course. Thanks!
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#8 | |
Ocean Warrior
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__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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