@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.
@sullybiker Oh yeah, I had to go very close to some contacts, some of the boats at the back of the harbor don’t get picked up until I get quite far in.
@guizzy Do you know the 50hz trick on narrowband? You set the scale to its lowest and for Russian subs 50hz always comes through first as a line in the middle. Also fishing boats but they are so loud you can normally rule them out.
@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 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.