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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: Feb 2008
Posts: 20
Downloads: 9
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I am hoping we can turn this thread into a strategy session about aproaching convoys. What speed can you remain undetected? What is the range of enemy sonar? Everyone share their experience please. This could be a very very useful thread on getting in close to an escorted convoy. Let the magic begin!
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#2 | |
中国水兵
![]() Join Date: Feb 2007
Location: Canada
Posts: 283
Downloads: 63
Uploads: 1
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What version of the game are you using? Patch 1.4 (I think) added a 20km player bubble, and changed the ingame sensors to match. What mod are you using? I know that Trigger Maru really ramps up the Japanese ability to detect you, and maintain that detection, even giving planes the ability to spot you underwater. However a few things stay constant: the faster you go, either surfaced or submerged, the more likely you are to be detected. You will be detected faster if the enemy has a side profile of your sub than if they have an end-on profile, whether surfaced or submerged. I've even read, tho I can't find the source, that having your periscopes up while on the surface increases the chance of being detected in the game. The point here being, that if people are going to start posting their detection ranges, they should post a few other details, such as weather (fog, rainy, wind speed etc), time of day, type of submarine, what detected you first, how fast were you going, what depth were you at, were you running decks awash, the game year and month, version of the game they are running, what mods, applicable difficulty settings (realistic sensors?), was silent running on or off, battlestations on or off, radar on or off. |
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#3 |
Loader
![]() Join Date: Feb 2007
Posts: 83
Downloads: 41
Uploads: 0
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hey zantham, thank you very much for the advice.. but at least in the training mission it still seems to be hopeless. i marked the ends of the sonar tracks on the navigation map and found where the ships were heading.. but the ships are still out of range for pinging. (tangent - is it right to think that it's a bad idea to ping an escort?) however.. the starting position for the mission is inside 2 of the escorts sweep range (which you estimated to be a 10nm area..) what should i do? should i blame this on poor mission design from ubi?
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#4 |
Loader
![]() Join Date: Feb 2007
Posts: 83
Downloads: 41
Uploads: 0
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i'd also like to accumulate information from other people as well as to their experiences.
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#5 |
Rear Admiral
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Was just looking at the mission. Its really a bad position it puts you into. Your best bet is to do an End around, and attack at night.
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#6 |
Loader
![]() Join Date: Feb 2007
Posts: 83
Downloads: 41
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i was sortof getting the feeling it was a bad deck of cards - thanks ducimus. glad it's not just me.
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#7 |
Watch
![]() Join Date: Feb 2008
Posts: 20
Downloads: 9
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When life gives you lemons....
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#8 |
Rear Admiral
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The position your put in....
If you try and push more then 3 kts, the destroyers will hear you. If you surface, they'll see you. Your position to the convoy is such, that you might get a 4,000 to 5,000 yard shot at the side column, but you'll have to contend with the flanking escort detecting you as you attempt it, as your placed right into his active sonar beam. On top of that you ahve two aircraft buzzing around. Your options are two. a.)Take the long shot (good chance they'll miss or be sighted, thereby spoiling the setup) b.) Turn away from the convoy, wait tell your sure the escorts cannot see you, and hte planes have gone. Surface, and do an end-round and get ahead of them. I suspect you'll be able to attack at around 0, to 0100 easily. The big fly in the ointment are those planes. Better hope they go away. Fairly hard training misison. |
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