Sea Power

Sea Power

Ship Hull-mounted Sonar not working or WIP?
I've recently played a Mod Mission that involves the Virginia-Class Nuclear Cruiser that has to reach a certain point. Due to loss of P-3Cs I've been unable to sink the lurking submarine in the vicinity.

Now for the aforementioned problem, it is pellucid that the said Cruiser comes equipped with a Hull-mounted sonar and am aware of its limited use irl but honestly if I'm driving it at 10kts I should at least hear torpedoes coming right?
< >
Showing 1-8 of 8 comments
It does depend on more factors than just speed, rough seas and rain will have considerable impact as well.

Depending on performance of the mounted sonar and other factors, 10kts might be pushing it already.

And then there is the problem that hearing them coming might just not be enough to evade, assuming relatively poor sonar performance to begin with and adverse conditions.

Something to consider, there is a good chance the soviet torpedoes you might be facing are wake-homing. If you produce no wake, they can't get a track. If you produce no wake, you don't adversely affect your sonar.

Stopping and listening now and then might just be the safest option all things considered if there aren't any dedicated ASW vessels at your disposal.
Last edited by whatdoesthisbuttondo?; Dec 9, 2024 @ 5:00pm
Wenatchee Willie Dec 9, 2024 @ 4:57pm 
pelucid? hmmmmm
DEPSUBPACFLT Dec 10, 2024 @ 2:16am 
Originally posted by whatdoesthisbuttondo?:
It does depend on more factors than just speed, rough seas and rain will have considerable impact as well.

Depending on performance of the mounted sonar and other factors, 10kts might be pushing it already.

And then there is the problem that hearing them coming might just not be enough to evade, assuming relatively poor sonar performance to begin with and adverse conditions.

Something to consider, there is a good chance the soviet torpedoes you might be facing are wake-homing. If you produce no wake, they can't get a track. If you produce no wake, you don't adversely affect your sonar.

Stopping and listening now and then might just be the safest option all things considered if there aren't any dedicated ASW vessels at your disposal.


So basically stick to the usual tried and true style of sprint and drift.
Originally posted by DEPSUBPACFLT:
So basically stick to the usual tried and true style of sprint and drift.

If you've lost all credible ASW capability and are facing a capable submarine, that might indeed be the only option left.
EvilMedic Dec 10, 2024 @ 5:57am 
One thing to note is , While the parameters for the sonar system's are being tweaked. The latest build buffed active sonar by quite abit.
Thewood Dec 10, 2024 @ 7:19am 
Originally posted by Wenatchee Willie:
pelucid? hmmmmm

My new word of the day.
DEPSUBPACFLT Dec 10, 2024 @ 1:24pm 
Originally posted by whatdoesthisbuttondo?:
Originally posted by DEPSUBPACFLT:
So basically stick to the usual tried and true style of sprint and drift.

If you've lost all credible ASW capability and are facing a capable submarine, that might indeed be the only option left.

Yea, kinda miffed about it, but that's why those ships don't ever go anywhere without a SURTASS/ASW Hunter escort within a fleet. Still it was an interesting mission albeit no way a real 3-star numbered fleet commander will ever risk them in such a tight space with no proper ASW escort.
DEPSUBPACFLT Dec 10, 2024 @ 1:27pm 
Originally posted by EvilMedic:
One thing to note is , While the parameters for the sonar system's are being tweaked. The latest build buffed active sonar by quite abit.

Well here's to hoping it gets better cause any means of scanning against incoming torpedoes however feeble is still better than nothing at all. But honestly I just wish it has a passive version as well so I can still choose whether I want to broadcast my location.
< >
Showing 1-8 of 8 comments
Per page: 1530 50

Date Posted: Dec 9, 2024 @ 4:48pm
Posts: 8