@guizzy There is also a very slight difference between spherical and towed arrays (they're physically far apart) that you an get see where the lines cross for quick ranging
@guizzy Also IIRC in the seawolf you're practically inaudible below 10-12kts
@sullybiker Yeah, I think the game says “Silent running under 21kts”,but I just got counter-detected at 5kts with no masts poking out. Admittedly at shallow depth though. Not a mission ending event though, the mission doesn’t require avoiding detection for success.
@guizzy Were you getting pinged?
@sullybiker Nope, at least not that I heard or that showed up on the active intercept display.
@guizzy something got close enough or you drifted close enough. Probably another sub. It's very difficult to avoid If you are forced to go to a location.
@guizzy It's not too hard to work the Sonar; AI crew is best left to TMA work which can be a bit tedious, but yes they make a lot of mistakes and don't always merge contacts properly, that kind of thing.
@guizzy But it's an absolute gem of a game, so deep (hurr) and rewarding to play.
@guizzy If you like the sub stuff pick up Sub Command, it's practically the same thing, they lifted the sub part whole for DW, although there were some changes.
@guizzy There's also a tonne of mods for DW but I'm wary of some because they change so much in the backend that it breaks the stock missions and campaigns, and there's really plenty in the base game.
@guizzy Also if you like RSR get Cold Waters.
@guizzy Cold Waters walks a fine line with realism and action. It was inspired by RSR and it is very atmospheric, but it's a different world to the plodding immersion of DW which honestly is without equal after like 17 years.
@guizzy Be liberal with the active decoys. The AI nearly always shoots active homers, so pump them out and reload them as soon as you can. If you can get them between you and the torpedo it's usually enough. Also don't be afraid to turn on a bit of speed at 90 degrees to the torpedo course, you can often out turn them.
@guizzy I like to turn directly away from them, drop a decoy, then at 45 degrees off, and slowly increase the angle so you get out of their seeker cone.
@guizzy Also always *always* shoot back on the reverse bearing to a torpedo-in-the-water alert, it's amazing how often this bears fruit.
@guizzy Unless it's a helicopter torpedo, or a stallion rocket-dropped torpedo (Akula has these) but you figure out the types pretty quick.
@guizzy A fishing boat
@guizzy There's advantages to doing it the hard way. If you have a surface contact you can ESM it and get the type, that gives your the prop TPK and you then have its speed. If you can sneak a look through the scope you can get its heading too, and range, that's a firing solution right there. The AI does not always integrate all those data points.
TBH I'm just starting out with the game. I had it for a long time, but got intimidated. I only started being comfortable playing it after getting the manual (I barely refer to it, but knowing its there if I need to know anything is reassuring) and after playing another more basic cold war sub sim (Red Storm Rising on the C64). I did play a bunch of WW2 sub sims before though.
I leave the stations pretty much all autocrewed for now and concentrate on the decision making, but I'm frustrated by how my sonarman seems to make the same wrong IDs over and over, so I should probably learn to operate the sonar myself better, if only to double check and reject some of these ludicrous IDs.