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 06-28-12, 04:21 AM   #16
doulos05
Planesman
 
Join Date: Sep 2008
Posts: 195
Downloads: 19
Uploads: 0
Default

Quote:
Originally Posted by Armistead View Post
With sonar, again, the best contact zone is always around your sub, mods can change it up, but the AI can only take advantage of it as they gain better skill and equipment. Early war the sonar AI will hear less, as equipment improves he will pick up ships much further, near the wars end they can pick up almost to the contact limits. You will always be able to hear or pick up ships as far as the contact limit if you take over sonar.
Obvious no one has been able to correct by placing seperate zones for each piece of equipment, so it's often referred to as the lag trick or cheat.

Next time you notice lag, but no AI contact, ping the sonar bearing ASAP, that should give you an idea how far the zone is for your setup, maybe add a mile or so for the time spent lagging.

Other factors do effect sonar, weather, your depth, thermal layers, etc...
Don't trust those enemy sonar lines, you can be below the thermal and they may be much closer than the line shows.
No, what I mean is that when I get a lag trick contact, I use the sonar station to get a bearing and then the ruler tool to draw a line down that bearing from my sub extending to 10nm, since I thought that was how far it reached. Then, I re-measure every 10 minutes and use that to generate an extremely primitive TMA (primitive because I don't actually know how TMA works) guessing at the target's motion relative to my boat to guide me into an intercept. Once I get a solid contact (visual, sonar, or otherwise), I use the TBT to get a fix (I'm still using Auto Targeting because my attempts at manual have ended with torpedoes going way WAAAY off mark, even with Dick O'Kane and I haven't had a chance to re-watch the videos), put it in PK, and use the attack map to figure out how to intercept them best.

Based on this information, it may be more useful to extend the lines out to 20 nm.
__________________
*While troubleshooting a printer at work
Me: "Do you want me to run the copies through again?"
Boss: "Hold on, let me go get the alcohol first.
Me:
doulos05 is offline   Reply With Quote
Old 06-28-12, 07:03 AM   #17
Armistead
Rear Admiral
 
Join Date: Dec 2008
Location: on the Dan
Posts: 10,880
Downloads: 364
Uploads: 0


Default

Not really, the thing you don't know is how far they travelled from lag contact to when you got slowed down and marked, so play with it again by pinging a few ships. Obvious the larger the contact, the more lag you will feel. Also depends on what mods you use that adjust these times limits

Last edited by Armistead; 06-28-12 at 07:14 AM.
Armistead 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 10:59 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.