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About rdclmn7

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  1. rdclmn7


    On my current engagement I can't see the enemy, yet these patrol craft are able to see and engage me at better than 2 miles. Supposedly a surfaced sub is a smaller target than any other surface craft. The programmed scenario seems to establish a firing range at about 2 miles or so. There should be a uniform standard for all craft.
  2. rdclmn7


    The player has a disadvantage when underwater, the escorts come after you from the beginning, even if you're quiet. The first detection from passive sonar is that from range, they then pivot the hydrophones until they get a bearing. Once they arrive, its now active pinging. It means that the pinging will help set the dc and confirm the location of the enemy sub. If you ping all the time, you will never suprise a sub. Low frequency is detectable from very long distances. If the ship is going too fast, the engine will drown out the sub's noise. That is the way it works when you are the hunter, you get a distant reading and when you arrive at the site, you either wait or depth charge. What I do is to wait to the side because it avoids having to deal with the gun behind the conning tower, and he can't launch a torpedo at you. If I am beside the sub, I only have to launch fewer dc from only one side. You should be able to hear the flooding or discharge of the ballast tanks. The best way to dc a sub seems to be that of deep to shallow with the vessel getting out of the way before launching shallow. If you disperse your dc, you end up running out in no time. Since the game is command oriented, if you are part of a group, the commander should at least configure the approach, namely all abreast, 3 charging while one monitors, etc.,... While we are talking formations, the few convoy actions I have seen shows that the escorts come at you in a gaggle, the convoy is not organized. Knowing that the escorts are coming after me makes me try to orient myself before they arrive, waiting until they get within 1km is enough to dive in time. I can either shoot them or if possible, get perpendicular to their track so that when they drop their dc's I can get out of the way. I can then pivot turn while the come around again.
  3. rdclmn7

    Sub Turning Rate

    I agree with the observation that the sub's turning rate is way too slow. Besides working with a model, there is one other consideration, the longer the vessel, the longer it takes to turn. Its the fulcrum principle, rudder efficiency is moot. You can double the size of the rudder but it won't make much of a difference. The vessel's rear is actually pushing towards the left in a right turn. Its the same way with cars, a shorter wheel base will always have a smaller turning radius.
  4. rdclmn7

    Things To Improve

    I already mentioned that the sub turning rate seems way too slow. About torpedoes, I noticed that the depth is adjustable. I set them to 0 and don't have a problem killing escorts. The speed is also adjustable. The way to get around accuracy is to bracket them in by sending the first fish towards one end and continue shooting as you turn toward the other end. In spite of being able to set the torpedoes at a slower speed which gives me range, I get away by waiting until they are 1km away, shoot n' scoot and live to fight another day.
  5. rdclmn7

    Sonar Baffles

    I don't recall seeing pictures that show the layout for asdic sensors of the period, but I do know that modern destroyers that have their sensor pack at a location both at the bow and below the keel. That implies that the blind spot is minimalized. The ping only gives you range to target. The pivot mounted hydrophones, if they can't inmediately get a bearing, it would mean that they have to turn around to get their bearing. The twisting track of an overhead escort has nothing to do with listening, it's just a way to cover the widest possible area when dropping depth charges. It means that if you're close enough to see them twist you know that you are not going to be hit. That's why I prefer to keep the escorts behind me. If you have them in front of you, you have to go through his drop pattern.
  6. rdclmn7

    Asdic Ping Needed During Sub Chase

    Being tracked down by escorts reveals that in the programming, it's being used the enemy, it would be a matter of having one read while the others approach. When you approach a sub's location while tracking it down, you get close, shut down and wait while placing your bow at your next closest target. Once over the sub, the sub can either wait for you to rejoin the convoy or go to periscope depth and nail you with a torpedo. You can do this because the asdic will get range before getting a directional bearing. Remember that it was common for submariners to count off seconds for a torpedo to hit its target. They had to stay at periscope depth until they got a hit. If the escorts were too close, he had to dive and try again once they left. To nail down the location, it would be a question of using 2 escorts, one behind the other and separated by at least a couple hundred meters. Once they have reached the original range, they would listen for a sharp drop-off in return strength and shut everything down. That would leave the submarine between the 2 escorts.
  7. rdclmn7

    Warship Manueverability

    I noticed that on the submarine one setting will actually have the screws going in opposite directions, permitting a faster turn. For those that are familiar with the Bismark, her sea trials/shakedown cruise revealed that upon deactivation of her rudder, she could not steer with just screws. As fate would have it, she was struck by way of airbone torpedo at her rudder. The sub model has a very slow rate of turn, it doesn't seem to right for a sub this size, it's not that much bigger than the convoy escorts. About the only way for me to cope with the lack of survivability is to wait for the escorts to get within a km, dive, shut off the engines and turn hard so that when the escort is overhead, I can go full power and avoid getting killed.
  8. rdclmn7

    Asdic Display

    Details on Asdic are hard to come by, but the idea would have been back in the day to count off seconds between a ping and its return. The first reading was to the closest target. Stereo mounted hydrophones would be pivoted until the sound level in both audiophones would be equal, meaning you had directional data. That's the idea, the reality is that the ocean is very noisy, the engines on your own ship could drown out returns. By looking at at a volume dial the operator could tell you if you were getting closer. WWII movies routinely show sub crews locking down everthing in order to survive being depth charged. One thing was to be quiet, another thing would be to discharge miscellaneous items through the torpedo tubes and hope that the enemy would see this as evidence of a dead sub. :!!:

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