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Old 03-23-08, 08:54 PM   #16
robgee
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Default Navigation 101and I'm really lost

Bilge Rat


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Im Lost
This from King of the Newbies! I just downloaded SH 4 with the latest patch and can't get out of navigation training 101. My problem is "Where is the designated zone"? I zoom out of the map and my ship seems to be located sw of Pearl Harbor but can't find where the designated zone to dock is.First crack at SH so symbols aren't really known yet.
Thanks,
Rob
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Old 03-23-08, 09:00 PM   #17
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You can start by posting your question in the Silent Hunter forums. Lost is right! :rotfl:
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Old 03-24-08, 01:56 PM   #18
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Well if you manage to detect the SW (Possable if he is on the sprint) in the Kilo stay out of his way unless you know exactly what you're doing. In this mission your objective should eather be Recon (locating the CSG) or ASuW, NOT ASW. The Kilo dosn't have the capablity to engade an enemy SSN in the open sea unless its captian really knows what (s)he is doing.

BTW if you want to know more about handline the Kilo do a search on this board for the guide I wrote called 'The Kilo Doctrine'. There will be a new updated verson out in the coming weeks with more hints and tips.
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Old 05-26-08, 11:20 PM   #19
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AirHippo get Alfa Tau mod.
Here,

http://www.forum.maricosom.net/viewforum.php?f=26
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Old 05-27-08, 04:51 PM   #20
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Ok the kilo is a good platform but it wasnt ment for ASW duties hence the no towed array, for a small submarine it packs a good big punch.

Never ever underestimate the capibilities of other nations weapons and units, they may be old out of date and obsolete but they can still do damage one lesson from the falklands with belgrano a 50 year old cruiser had nothing going for it yeah sure the RN could fight it and they did, but the one thing it had that was no match for the RN was the main 6inch guns they could out range the 4.5's on the DDG's and FFG'S which ment all RN ships would be sitting ducks, and being a well build cruiser it could take some damage beforeit goes down hence why they chose to sink it with a nuclear submarine because niether belgranos escorts nor the belgrano her self was able to properly detect or destroy an SSN.

The russian towed array on the akula is a little bit more sensative than the american ones but the american sonar and this is where it does go tits up for the russians i do have to say, the americans have a waterfall display with history the russians dont (untill now) meaning although the sensor may detect you 20 miles away it appears and an incredibly small mount on the screen the operator cant see it that well which is why its a bit miff in a russian sub.

If you want to do a MP game im up for that i love akulas not overly keep on kilos but its good fun.
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Old 06-15-08, 12:26 PM   #21
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I may be wrong, but I think that there's a bug in that AI Subs will detect enemy subs if it get close enough despite being past there sonar washout speed. At least in my experience.
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Old 06-15-08, 08:42 PM   #22
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Quote:
Originally Posted by LoBlo
I may be wrong, but I think that there's a bug in that AI Subs will detect enemy subs if it get close enough despite being past there sonar washout speed. At least in my experience.
It can not a passive source?

Active high-frequency (which is used under ice) sonar can give back coordinates of an enemy sub.

However ping is -= HF Under ICE Active Sonar =- is not simulated in game and the player simply does not hear him.
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Old 06-18-08, 05:37 AM   #23
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Greetings. Why rus wakehoming torpedos are not detected on the Perry, operated by the player?
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Old 06-18-08, 06:42 AM   #24
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it depends on your speed wake homing torpedos use passive not active sonar so the only noise they make comes from thier own propellor and machinery not the ping of the sensor itself.

Use towed array it works wonders but know how to use it properly see mahujas FFG7 guide.
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Old 06-18-08, 08:58 AM   #25
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Quote:
Originally Posted by Kapitan
it depends on your speed wake homing torpedos use passive not active sonar so the only noise they make comes from thier own propellor and machinery not the ping of the sensor itself.

Use towed array it works wonders but know how to use it properly see mahujas FFG7 guide.
I am sorry for my bad English. Me have misunderstood. I will formulate a question on another way.
Why the player-controlled ship has not а wake trace?
If the submarine launched a torpedo on the player-controlled ship in wakehome mode, the torpedo is not directed on it.
But if the submarine launched a torpedo on the AI-controlled ship, torpedo is directed perfectly.
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Old 06-18-08, 12:00 PM   #26
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Quote:
Originally Posted by kpv1974
Quote:
Originally Posted by Kapitan
it depends on your speed wake homing torpedos use passive not active sonar so the only noise they make comes from thier own propellor and machinery not the ping of the sensor itself.

Use towed array it works wonders but know how to use it properly see mahujas FFG7 guide.
I am sorry for my bad English. Me have misunderstood. I will formulate a question on another way.
Why the player-controlled ship has not а wake trace?
If the submarine launched a torpedo on the player-controlled ship in wakehome mode, the torpedo is not directed on it.
But if the submarine launched a torpedo on the AI-controlled ship, torpedo is directed perfectly.
A skilled FFG player will often realize that the torpedo you fired is a wakehomer, and will evade it by slowing down, preventing a wake from being generated. The torpedo then has nothing to home in on.

AI evasion doctrines do not use this tactic, so AI ships end up being easy targets for wakehomers.
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Old 06-19-08, 05:50 AM   #27
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Quote:
Originally Posted by Molon Labe
Quote:
Originally Posted by kpv1974
Quote:
Originally Posted by Kapitan
it depends on your speed wake homing torpedos use passive not active sonar so the only noise they make comes from thier own propellor and machinery not the ping of the sensor itself.

Use towed array it works wonders but know how to use it properly see mahujas FFG7 guide.
I am sorry for my bad English. Me have misunderstood. I will formulate a question on another way.
Why the player-controlled ship has not а wake trace?
If the submarine launched a torpedo on the player-controlled ship in wakehome mode, the torpedo is not directed on it.
But if the submarine launched a torpedo on the AI-controlled ship, torpedo is directed perfectly.
A skilled FFG player will often realize that the torpedo you fired is a wakehomer, and will evade it by slowing down, preventing a wake from being generated. The torpedo then has nothing to home in on.

AI evasion doctrines do not use this tactic, so AI ships end up being easy targets for wakehomers.
Well - do not make maneuvre of evasion against a wakehoming torpedo - simply increase speed by test at Player control O.H.P without course change. The torpedos will pass behind stern and will not be guided.

I see nobody has checked up it. Simply write that speed small etc etc….
It not so. You boys at first check up, it and then write.

It is strange to hear that AI the ships do not make maneuvre of evasion!

They are run as well as the civillian ships not changing the own course? o-o-o....!


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Old 06-19-08, 07:45 AM   #28
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Quote:
Originally Posted by Molon Labe
Quote:
Originally Posted by kpv1974
Quote:
Originally Posted by Kapitan
it depends on your speed wake homing torpedos use passive not active sonar so the only noise they make comes from thier own propellor and machinery not the ping of the sensor itself.

Use towed array it works wonders but know how to use it properly see mahujas FFG7 guide.
I am sorry for my bad English. Me have misunderstood. I will formulate a question on another way.
Why the player-controlled ship has not а wake trace?
If the submarine launched a torpedo on the player-controlled ship in wakehome mode, the torpedo is not directed on it.
But if the submarine launched a torpedo on the AI-controlled ship, torpedo is directed perfectly.
A skilled FFG player will often realize that the torpedo you fired is a wakehomer, and will evade it by slowing down, preventing a wake from being generated. The torpedo then has nothing to home in on.

AI evasion doctrines do not use this tactic, so AI ships end up being easy targets for wakehomers.
A skilled FFG player was exactly I, and I specially speed up to 29 knots to check up the mode of the wake aiming of AI-torpedoes. I was attacked by AI-Akula. A wake torpedo was not pointed!
I looked the class of torpedo in the true-mode. In addition, In addition, how is it possible to know which one torpedo is?
It`s certainly possibly if commander of ship is clairvoyant!
But why AI-Perri slacking up in the same situation gets a torpedo in a side!
Why are such indulgences done for a player?
Why is it stopped up in simulator?
Neither emerging player–controlled sub nor the player–controlled Perri does not have wake track in simulator!
Wake torpedoes are not pointed on them not under what circumstances and speeds!
A defeat takes place only at a direct hit, aiming is not present.
You can easily to check it up in a game. Why so?
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Old 06-19-08, 05:58 PM   #29
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im a sub skipper i rarely if ever drive the perry and never had the want or desire to fly the helo or P3 as a submarine skipper (mainly akula) this is in DW only btw i know that a wake homeing torp even though is fairly effective its not my preferd methord of attack.

if i do have to attack using torpedos my first torpedo i choose is my 65-76 (65cm in game) its an active torpedo good against both surface and sub surface contacts i use it in active mode because a perry can quite easily escape a wake homer if the skipper is good (even the dumb AI can be good sometimes) but against a human skipper my first choice is always an active torp simply because the only thing thats standing in front of a direct hit is the nixie.

Missiles yeah ok there good but if the skimmer (FFG Skipper) is a good radar operator he can come find me drop a helo over me and im gone.

I like to fire at depth so if im attacking i will normaly get close take a peek dive down to about 300 maybe 350 meters and then fire then obviously barrel away.

Sub command its diffrent i use boomers (SSBN's).
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Old 06-23-08, 02:34 PM   #30
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Quote:
Originally Posted by GrayOwl
Quote:
Originally Posted by LoBlo
I may be wrong, but I think that there's a bug in that AI Subs will detect enemy subs if it get close enough despite being past there sonar washout speed. At least in my experience.
It can not a passive source?

Active high-frequency (which is used under ice) sonar can give back coordinates of an enemy sub.

However ping is -= HF Under ICE Active Sonar =- is not simulated in game and the player simply does not hear him.
Yes, but if I remember correctly, not all AI platforms have HF sonar in there sensor cache, so I'm not sure if it explains the bug totally.
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