SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter 4: Wolves of the Pacific
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 02-27-08, 06:55 AM   #1
fireship4
Ensign
 
Join Date: Oct 2007
Location: United Kingdom
Posts: 221
Downloads: 41
Uploads: 0
Default

Any way to make destroyers and the like constantly ping? From what I've heard thats what they did in the IJN. Then you could pick up a task force from their pings before you see them and before you can pick them up on sonar.

Is there volume variation in the game when the pinging ship is further away?

Lastly does anyone know if there were slow and fast ping rates in use by the IJN?
__________________
Rest in peace Dave
fireship4 is offline   Reply With Quote
Old 02-27-08, 07:30 AM   #2
DavyJonesFootlocker
The Old Man
 
Join Date: Dec 2007
Location: Stink Drunk in Trinidad
Posts: 1,572
Downloads: 138
Uploads: 0
Default

As a rule I go as far as 300 ft depending on ocean depth. Turn off all torpedo loading and any repairing. Get below a thermal layer. I had 8 Subchasers and 2 DDs after me and about 3 hrs managed to elude them.
__________________
"Silence means death. Stand on your feet. Inner fear your worst enemy."- Sepultura.
My Silent Hunter 5 mantra is this......"Torpedo missed, sir!"
A P-400 is a P-40 with a Zero after it.
A proud member of the Wikipedia Haters Club
DavyJonesFootlocker is offline   Reply With Quote
Old 02-27-08, 12:43 PM   #3
MarkShot
Ace of the Deep
 
Join Date: Jul 2002
Posts: 1,134
Downloads: 93
Uploads: 0
Default

A pinging platform pings at a faster rate the closer it gets. Why? It takes less time for the sound to travel back to the sender. So, the sender does not need to worry about overlapping sendings and receiving.

So, in games like DW/SC besides the volume of the ping, the frequency of the ping also indicates how close the sender is. The pace of pinging by a homing torp gets quicker and quicker until you are dead.

In these games, I have noticed variation in ping volume, but I think there is different sound played when they have you located.

In AOD/SHCE, pinging volume was modeled with distance. When they had you, you could clearly hear a different sound. With SHCE, you could hear a shift in the ping as crossed a thermal layer.
__________________
War games, not wars! --- Only a small few profit from war (that should not stand)!
MarkShot is offline   Reply With Quote
Old 02-27-08, 03:55 PM   #4
The Thorn
Swabbie
 
Join Date: Feb 2008
Posts: 14
Downloads: 0
Uploads: 0
Default

What about the decoys? Does anybody use them to escape from enemy ships? I read that they are for distraction for sonar but I have not much succes with using them. Does anybody know how to use them in a good and effective way?
The Thorn is offline   Reply With Quote
Old 02-27-08, 11:47 PM   #5
-Pv-
The Old Man
 
Join Date: Apr 2006
Posts: 1,434
Downloads: 5
Uploads: 0
Default

I haven't used them but the typical technique is to use them to make a lof of noise while you change depth and direction at minimum noise so when the enemy figures they are following a false lead, you are in an unexpected location frustrating their search.
-Pv-
-Pv- is offline   Reply With Quote
Old 03-31-08, 08:33 PM   #6
fireship4
Ensign
 
Join Date: Oct 2007
Location: United Kingdom
Posts: 221
Downloads: 41
Uploads: 0
Default

BUMP

Would still like to know if its possible to get destroyers to ping all the time as I heard that they used to.

Also is it possible to make the sonar sounds more realistic by changing them depending on the movements of the ship? for example higher freq if the ship is approaching visa versa if it is moving away.
__________________
Rest in peace Dave
fireship4 is offline   Reply With Quote
Old 03-31-08, 11:33 PM   #7
Hylander_1314
Sea Lord
 
Join Date: May 2006
Location: 5 Miles Inland West Of Lake Huron
Posts: 1,936
Downloads: 139
Uploads: 0
Default

If the enemy starts to ping and has a good idea where you are, go as deep as your boat will go, rig for silent running, and manually set your speed for 1/2 knot. Your exec wil sound out set speed to "0", but if you look at your boat from out side, your props are still turning about 50 rpms. They make very little noise, and you can better judge when they start the D.C. run, deploy a decoy, and then go to flank speed and turn hard to port, or starboard, and try doubling back 180 degrees from your previous heading.

Once you've turned 180 degrees from your last heading, drop another decoy, and creap away at 1/2 knot, using flank speed bursts when they drop more ash cans on your decoys.

Once you've put some distance between yourself and the DD's, stay at that 1/2 knot speed and soon they will give up the chase. If you have a convoy around, they will try to detect you in closer to the convoy, when you are actually leaving the engagement zone.
__________________
A legislative act contrary to the Constitution is not law.
-John Marshall Chief Justice of the Supreme Court

---------------------

Hylander_1314 is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 08:43 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.