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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Nov 2008
Posts: 5
Downloads: 2
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They are zig-zaging but no course-changing.
I'm sure the game it's detecting me at insane distance when I'm fast travelling in time compression. |
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#2 | |
Planesman
![]() Join Date: Oct 2008
Posts: 193
Downloads: 0
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What i do is plotting the precise course of the center line of freighters on the convoy, and then, if im not close to them, move at ahead flank to an interception point. I draw a 3500yd circle around the interception point and wait there at 45ft, so the radar antena doesnt go underwater. When my sonarman has contacts, i go to PD and rise the attack periscope. Then, its all prepare, aim and shoot. The most important part on interceptions is knowing if i will get there in time close enough. If you have no time, just go deep, leave the zone and try again farther away. If you are out of range for a good shot, trying to move to a good position at ahead slow is stupid, because you will not get there, and is highly probable that the escorts will detect you. And really, the escorts havent detected you at extreme distances. Don't be paranoid ![]() |
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#3 |
Watch
![]() Join Date: Nov 2008
Location: Essex in Her Majesty's realm of Great Britain and its colonies
Posts: 16
Downloads: 6
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If you get the chance, sacrifice a good opportunity to test if you are being detected or whether the convoy is just following standard procedures.
Get into a good intercept position and go deep - at least below the thermocline. Sit stationary and at silent running. If you are being detected then the convoy should bear away from you - if not then they will pass you. Remember that sometimes the DDs will be pinging but this does not mean they have detected you. XO, bring me the earplugs and set for silent running ...
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![]() SHIV 1.5 (90%) TMO 1.52 Enviro 5 SCAF 1.5 |
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#4 |
Silent Hunter
![]() Join Date: Apr 2007
Posts: 4,404
Downloads: 29
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Here is the problem - the key is TIME COMPRESSION. When you kick in time compression, the normal math formulas the game uses for detection are not used like they are at lower speeds. At most do not go above 4 or 8x. Honestly I would say don't use it at all - but I know that for some the "super slow" speed of "realtime" isn't what they want to play for.
I have a .... working hypothosis on how the game does this. The game randomizes somewhat - but basically is extrapolates a "range" of noise levels that you "might" make - at which point it compares that to the detection values required. Because its at TC - the detection values are increased greatly to compensate. This is valid as otherwise at high tc and low speed you would be undetectable. However, what it creates is a situation where as you get higher and higher TC values - you also get lower and lower "real" detection thresholds - to the point that even dead stopped at silent running you can be detected below the layer at long ranges. Remember that - while this is a hypothosis only - every test I have done indicates that I am correct. I strongly suggest that - if your 20km out and on the line of the TF or convoy, go ahead and turn toward them and close that distance on the surface - as the above only applies to subsurface detection. You can safely use some TC like this - 32 or 64 - until you get near visual range - about 10km. At that point go ahead and dive, go to Silent Running and turn TC either off entirely, or down to as minimal as you can stand it. Your facing 2 issues - your range is so high that you need TC to make the attack "playable" at some very soon time, and your fighting the natural gamer instinct of "I want to do this now!" - both of which mean your reaching for the + key by default. USE TC on the surface to close the gap - and consider the remaining "slow time" a realistic attack and part of the fun. As long as you don't use TC "waiting" on the enemy to approach - you should be ok.
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Good Hunting! Captain Haplo ![]() |
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