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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Dude
![]() Join Date: Feb 2005
Location: Germany
Posts: 176
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Heya
I was playing an MP session (No mods, Stock DW 1.03) where I had a Kilo and my enemy had an improved Kilo. Ocean was apo. 600m deep, layer at 130m. I was at 0 kts, temporally going at 2 kts to maneuver, and then reducing speed to 0 kts again. Then I heard a TIW, and 5 seconds later it killed me. When I saw the replay, it told me that the Kilo was 11nm away. He fired a subroc directly at my position, on top on my head. Until that point, about 12 gameminutes had past. I always thought the kilo is extremely silent, running on batteries, unlike a nuke sub that always has a minimal noise generated. What tactic did he use? How did he made such a precise TMA? Is the kilo rather noisy? cheers! |
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#2 |
Weps
![]() Join Date: Jan 2006
Location: Traverse City, MI
Posts: 352
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He may have figured your position out by you moving a couple knots then stopping, if there were AI contacts they pretty much move at one speed, i would've shot just because of the questionable piloting of the boat.
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#3 |
Navy Dude
![]() Join Date: Feb 2005
Location: Germany
Posts: 176
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He hears me driving at 2 kts about 11nm far away in a Kilo? Guess I ll stick to nuke subs...
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#4 |
Engineer
![]() Join Date: Jan 2002
Posts: 215
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Sounds like you probably made some kind of noise by accident, maybe hull popping or raised radar, torpedo tube noise, something. There is no way in hell he detected you from 2 knot movement in a direct line, unless you were in a convergence zone.
At 2 knots even the seawolf would have a hard time hearing you at more than 2 or 3 miles away. |
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#5 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
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Check the mission file... make sure he wasn't using some kind of script or something...
Didn't you guys chat about the match after? :hmm:
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#6 |
Weps
![]() Join Date: Jan 2006
Location: Traverse City, MI
Posts: 352
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In reality should have never happened but remember iyt is a game so it could have been a glich.
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#7 |
Planesman
![]() Join Date: Sep 2001
Location: Brooklyn NY
Posts: 199
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this sounds familiar
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#8 |
Navy Seal
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I bet its the NB click cheat.
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#9 | |
Admiral
![]() Join Date: Apr 2005
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Wasn't this bug fixed in 1.03 patch ? |
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#10 | ||
Navy Seal
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#11 | ||
Commander
![]() Join Date: Jan 2002
Location: Solar system, mainly on earth
Posts: 476
Downloads: 62
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at stop, the KILO makes the same noise than Improved at 9 knts @4 knts KILO => 12 knts improved @7 knts KILO => 15 knts improved In fact you could quite easily detect a KILO at 7 knts when you couldn't see a close improved KILO at 12 knts. Quote:
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#12 | ||
Navy Seal
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#13 |
Commander
![]() Join Date: Jan 2002
Location: Solar system, mainly on earth
Posts: 476
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I just tested again, and I confirm there is no more the click cheat with the KILO
a small scenario to check yourself : an improved KILO is at your 000, at less than 9 miles you won't be able to mark it => http://okof4.free.fr/fichiers/DW/kilo_detection.mu |
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#14 | |||
Commander
![]() Join Date: Jan 2002
Location: Solar system, mainly on earth
Posts: 476
Downloads: 62
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#15 |
Commander
![]() Join Date: Jan 2002
Location: Solar system, mainly on earth
Posts: 476
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In fact I think it didn't moved to the NB ... but already existed ...
As using it in BB was easier, nobody tried it at NB ...... d*mn |
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