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Thanks! I'll give it a try.
a) Dive very deep and evade until your opponents eventually run out of depth charges. They usually won't hit you, because the charges take such a long time to reach that low. After that they often stop following you much further and return to the convoy. A decoy might help, if the charges get too close or rhey won't get off your back.
b) In rough weather you can also stay very close to the surface (slightly above the usual periscope depth) and that will reduce your visibility quite a bit. While I wouldn't bet on it alone, it works quite well in combination with a decoy. Some upgrades help a lot with that tactic. I also use it to sneak into ports.
Also...I do not know if this is modeled in the game but DDs used sonar to look ahead. the sonar was focused forward and down. this means a DD would lose contact with a sub prior to the bow crossing the subs location. The deeper the boat, the farther out the DD lost contact. The type VII could out turn a DD the captain would wait till the DD got close.....then go flank and turn hard, usually change depth also. The boat would get away from the DD drop zone. Plus the big boom made the DD blind due to the water being all disturbed. The sub would go back to slow prior to the DDs ears coming back. To counter this "flaw" the side launched depth charge was added. The Americans used to put two DD in line...the trailing DD would tell the lead DD when he was over the target...ouch. The Americans also start attacking U Boat 3 abreast. the depth charge drop zone was too wide to get clear of. Once the Hedgehog was invented is got nasty. The Hedgehog fired ahead of the DD, while it still had sonar contact. The weapon sank fast and only exploded if it hit the boat.
Depth is you best friend. The higher water pressure reduces the damage radius of a depth charge. It also has to sink to the depth. The cylindrical depth charges sank slow. Also there was a good chance of finding a thermocline to hide under. The sudden change in water temperature restricts sound transmission to shallower depths such as where a DD would be hunting.
The problem with decoys is they are almost too noisy. They are pretty easy to spot by a trained operator and sometimes do the exact opposite of what the sub wants. My advice is to not use them as much as is humanly possible and use tactics, depth and other evasive manuevers to get out of harms way. Turn off all non-essentials, limit speaking and volume, run 1/3 which should be silent running and face away from the ship(s) pinging you so as to present a minimal sonar signature. But with 2 or more pings it becomes difficult to present a low signature to all active sonars. Best bet is silent and depth. And don't use the depth to keel as it uses active sonar as well.
To me decoys just confirm what I don't want confirmed....that I'm really out there somewhere.