![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#16 | |||
Seaman
![]() Join Date: Nov 2003
Posts: 32
Downloads: 20
Uploads: 0
|
![]() Quote:
Heh. Well. One sensor you wouldn't normally use is active sonar. But against a player controlled FFG. Ping at will. |
|||
![]() |
![]() |
![]() |
#17 |
Sub Test Pilot
|
![]()
write a book eh bellman some of us already done hehe
![]()
__________________
DONT FORGET if you like a post to nominate it by using the blue diamond ![]() ![]() ![]() Find out about Museum Ships here: https://www.museumships.us/ Flickr for all my pictures: https://www.flickr.com/photos/131313936@N03/ Navy general board articles: https://www.navygeneralboard.com/author/aegis/ |
![]() |
![]() |
![]() |
#18 |
Seaman
![]() Join Date: Feb 2001
Location: Hong Kong
Posts: 39
Downloads: 0
Uploads: 0
|
![]()
I played slow and sneaky until I went online with the Seawolves back in the 688i days. Then I found that slow didn't matter much in the types of situations typical in the dives of those days.
Now I tend to play in more of that style (faster, bolder), online or off, at least in a nuclear sub (I've tried in the demo Kilo, too. Getting better at it). One big difference is that missions are more often designed with stricter time goals as compared to 688i H/K (in 1997), so hanging out at 2 knots isn't going to cut it. The second is simply that I'm better at evading and the like now, so the cost is much lower than it used to be, especially since single player AI tends to be conservative with torpedoes (though without mods they don't nearly snapshot on bearing enough, making slow and steady more viable). The third is simply that it's more fun to move through the space. It gives me more of a feeling of making things happen and lets me think of being places far away. If I were in the habit of thinking more like a Kilo, it's easy for me to think about making all my moves within a small circle of water. For me, that takes away the "playground" fun and makes it more a "figure out what the designer wanted" challenge. Part of why Bill Nichol's missions are always so appealing, I think, is that they have a lot of play to them. For these types of special challenges in a sub, slow and steady is good stuff, since they really don't know what's going on and you have more options going in. |
![]() |
![]() |
![]() |
#19 |
Master of Defense
![]() Join Date: Mar 2000
Posts: 1,502
Downloads: 125
Uploads: 0
|
![]()
I almost aways drive a 688 boat. The only times I 'go fast' are:
a) When the scenario requires me to get someplace quickly, b) When 'escorting' a fast surface group, or c) When evading torpedos. Otherwise, I tend to stay at 5-6 knots, increasing to 8-9 knots when making TMA turns (higher speed helps the towed array straighten-out sooner). ![]() |
![]() |
![]() |
![]() |
#20 | |||
Navy Dude
![]() Join Date: Jul 2005
Location: Norfolk, VA
Posts: 176
Downloads: 18
Uploads: 0
|
![]() Quote:
Quote:
Quote:
|
|||
![]() |
![]() |
![]() |
#21 |
Engineer
![]() Join Date: Jan 2002
Posts: 215
Downloads: 69
Uploads: 0
|
![]()
You shall rue the day when FFG's get active sonar intercept.
|
![]() |
![]() |
![]() |
#22 | ||
Master of Defense
![]() Join Date: Mar 2000
Posts: 1,502
Downloads: 125
Uploads: 0
|
![]() Quote:
![]() |
||
![]() |
![]() |
![]() |
#23 | |
Naval Royalty
![]() Join Date: Jun 2005
Location: Washington, DC
Posts: 1,185
Downloads: 0
Uploads: 0
|
![]() Quote:
When I play a surface ship, I don't generally worry too much about the submarine detecting me from a long way away. If they are played skillfully, they should almost always detect me by some means before I can detect them. High speed will give me the ability to evade torpedos and keep the distances sufficiently opened that I can prosecute with a helo. |
|
![]() |
![]() |
![]() |
#24 |
Medic
![]() Join Date: Jan 2002
Location: United Kingdom
Posts: 167
Downloads: 9
Uploads: 0
|
![]()
The problem with 'sprint and drift' is that it tends to work well until you play someone that knows what they're doing, or you've got a sub nearby that you simply haven't noticed.
I used to this is in Subclub a while back with SC, until I kept getting caught out by 'slow and steady' players who were watching sonar closely. Remember that they only need to hear you the once to get a tracker on you. Even if they're 25kyds away, the moment they've got you you've lost the initiative, and there are some guys out there that can do monster TMA even at long range, thus you're immediately on the defensive and have basically given them control of the situation. |
![]() |
![]() |
![]() |
#25 | |
Sea Lord
![]() Join Date: Feb 2004
Posts: 1,945
Downloads: 220
Uploads: 0
|
![]()
Apocal:
Quote:
![]() ![]() of its opponent subs radar. And dont forget the radar beam travels over twice as far again as its effective range . Then factor in the limitations to radar performance due to weather. Slow and steady, cruise and crawl, is my preferred modus in LwAmi, but hey, I dont want to dissuade the 'bold and brave'.... .............Heck no ! ![]() Sometimes in MP, with limited playing time available, and a scenario with known longer range starting points, you just have to get on with it, if you want other players to enjoy the experience and look for future rematches.
__________________
Liberty, Equality, Fraternity |
|
![]() |
![]() |
![]() |
#26 | |
Naval Royalty
![]() Join Date: Jun 2005
Location: Washington, DC
Posts: 1,185
Downloads: 0
Uploads: 0
|
![]() Quote:
Sprint and drift is actually a difficult tactic about which much has been said in books, but few people really know what they're doing with. Personally, I'd rather use fast or moderate speed on the FFG and slow speeds in a submarine. |
|
![]() |
![]() |
![]() |
#27 | |
Navy Dude
![]() Join Date: Jul 2005
Location: Norfolk, VA
Posts: 176
Downloads: 18
Uploads: 0
|
![]() Quote:
Now, in real life, if I tried this, it would be dumb, because surface ships have a full time crew who do nothing but watch EW consoles and pride themselves on being able to ID nearly any emitter within seconds. DW, not so much. Dumb question: When I'm on the drift leg, how do I keep my towed array from drooping too far below? It falls beneath the layer and I can't hear anything, except far off cavitating subs and ships. |
|
![]() |
![]() |
![]() |
#28 |
The Old Man
![]() Join Date: Jul 2003
Location: Central MO
Posts: 1,562
Downloads: 6
Uploads: 0
|
![]()
A good rule of thumb is to deploy the towed array only to the 'S' of your indicator.
|
![]() |
![]() |
![]() |
#29 | |
Loader
![]() Join Date: Jun 2003
Location: Canada
Posts: 90
Downloads: 5
Uploads: 0
|
![]() Quote:
You get tiny little TAPA boxes, SOAs at ridiculous speeds, the AAW nerds are always whining about something or other, SUBOPAUTH is jamming rules down your throat, the waterspace management doesn't jive with your standing OPTASK, SURTASS and air assets are cueing completely different locations and so and so forth ad nauseum. Real ASW is pretty damn awkward most of the time.
__________________
![]() |
|
![]() |
![]() |
![]() |
#30 |
Commander
![]() Join Date: Sep 1999
Location: Orofino, Idaho
Posts: 443
Downloads: 66
Uploads: 0
|
![]()
In 24 years I was never on a sub that emitted anything. I only saw radar used when entering and leaving port, and only if there were no bad guy trawlers off the entrance. I only heard sonar used when the Sonar guys were checking it.
Speed- transiet sprint/drift 25 knots slow to 4-5 after 5 -6 minutes check your baffles and off again. US Subs travel in a box, for safety. You are given radio check in times, and the box is so they can find you if you fail to report in. The orders will specify all of this and it is adhered to the letter. Once you are on station and depending on orders you spend a lot of time at 4-5 knots, Boomer spend their whole life it seemed like at 3-4 knots. During the "Cold War" Boomer duty was about like watching grass grow. Thank God for WSRT and Engineering drills. BUT off crew was great. SSN stands for underway Saturday, Sunday and Nights. Don't forget if you want a quick and easy way to find out if anyone is around, (not a sub), stick the periscope up you get signal and strength and from that you can tell how close they are. I believe they could even tell what the freq was, but not sure anymore. Ron Banks MMCM(SS), USN(Ret) |
![]() |
![]() |
![]() |
|
|