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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | ||
Seasoned Skipper
![]() Join Date: Nov 2006
Posts: 742
Downloads: 136
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![]() ![]() ![]() You need subtract from "max detectable spd": - 4 from values 13-25 - 3 from values 9-12 - 2 from values 6-8 I suppose, you know where all (your favorite) subs starts cavitating at speciffic speed. How do you use this knowledge in game, why you have advantage over players who haven't this knowledge? DW do not simulate this. Are you still talking about Dangerous Waters game? Ok, so how quickly you can change depth for 688i at 18 kts? For example from 500 ft to 800 ft? Quote:
It depends on "tactic" given to AI platforms but if they are on "peace time" ROE, they probably will ignore you. In my opinion sticking to one platform only slows your progress of learning. You should check few subs with Russian/US type of sonars - it gives you wider knowledge than "mastering" one platform for weeks. It allows you to compare things different and similar to each sub. After that kind of experiences you will learn that in DW you have only 3 types of submarines with small differences between them - only weapon makes true differences. |
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#17 |
Ocean Warrior
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Yep.
![]() Remember how it worked the last time? ![]() |
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#18 |
Seasoned Skipper
![]() Join Date: Nov 2006
Posts: 742
Downloads: 136
Uploads: 6
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Sure, all the time you build myths about playing DW. You suggest new players to focus on things completely useless. Maybe this is funny for you but in my opinion it is wrong. So, can you be serious and answer me to my questions?
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#19 | |
Gunner
![]() Join Date: Jul 2002
Location: Finland
Posts: 99
Downloads: 3
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There's a bit of a debacle between km/h and m/s. Latter is not very intuitive except for fast moving objects like rifle bullets. |
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#20 | |
Gunner
![]() Join Date: Jul 2002
Location: Finland
Posts: 99
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Specific characteristics of a given boat don't do that much difference (except for the speed of course) for live torpedo evasion. Sure, SSBN is going to be sluggish as heck but SSN isn't exactly turning on a dime either. |
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#21 | |
Seasoned Skipper
![]() Join Date: Nov 2006
Posts: 742
Downloads: 136
Uploads: 6
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Russian SSN's are more "agile" - can make turn faster than US subs:
Akula ![]() Los Angeles ![]() ...but I still think, that "mastering" one sub is pointless. My knowledge about differences comes from testing all of them. Quote:
Look at "priority for launching decoys" on picture. Of course setting flank speed (or maximum for retriving TA) should be your first step in single player game. |
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#22 |
Seasoned Skipper
![]() Join Date: Nov 2006
Posts: 742
Downloads: 136
Uploads: 6
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This is why decoys pattern is very important.
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#23 |
Gunner
![]() Join Date: Jul 2002
Location: Finland
Posts: 99
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Clever. Do the torpedoes in DW do this "home on jam" logic or can they opt to "go around" the noisemaker instead?
I think I read in RA docs something about the torpedo rejecting the noisemaker, implying it could be actually ignored and a different target be acquired. |
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#24 | |
Seasoned Skipper
![]() Join Date: Nov 2006
Posts: 742
Downloads: 136
Uploads: 6
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Torpedo behavior is not the same like in CW. I can't explain this. Most of torpedoes makes circle - it gives you some time for running out but not always. Some of them have Decoy Logic Recognition and Target Reattack option.
From manual (RA_Weapon_Info_rev38): Quote:
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#25 | |
Gunner
![]() Join Date: Jul 2002
Location: Finland
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Reattack option seems clear enough. |
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#26 |
Gunner
![]() Join Date: Jul 2002
Location: Finland
Posts: 99
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Speaking of low chance of survival. I've been practising on barents sea loitering mission as it's such a set piece one. You know where bad guys are and where they're going..
TMA and target tracking is a bit shaky still however. Eventually the Akula made me as I was trying to get his number, getting thrown off by his changing course. He proceeds to duly dump FOUR ASW missiles on me. Overkill much kamrade? I think that situation the SOP is to kiss your behind goodbye. ![]() |
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