Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
That's the great thing about sonar and radar. If none of the detection parameters have changed then distance doesn't matter, you just measure the response.
You are right about thermocline as that is at variable depth depending on the ocean at the time and will reflect some of the sonar signal back. Because its an ever changing feature of the ocean interpreting results through that would be problematic.
The sea floor doesn't actually change hull detection at all from a sonar perspective. The problem becomes interpretation of the return in that you cannot tell what is sea floor and what is submarine as you know you should get a solid return at that depth anyway for the sea floor. Depends how accurate your ocean maps and sonar are at that point I guess.
The negative counters DWS are using for sea floor seem like a reasonable approximation right now, hull = 100%, seafloor proximity = -80%, I think I remembered that right but happy to be corrected.
You could be right that this may not be completed yet but I'm guessing that the maths involved in a complete sonar solution, particularly through a thermocline, are pretty involved.
I have gone as deep as 200 as long as I have an officer at the dive plane station and maintain 1/3 speed. Its loud as heck though. Sounds like the bolts are about to shoot out at any moment. :)
200m..nice work dude...nuts of steel fella.
Crush depth is around 300m roughly. People seem scared to go past 200m but it really isn't that dangerous compared to depth charges. Should experiement when you can before you get into a combat and need to dive past 150m.
Its touch an go below 250m It depends on the weather as well. Rough sea's have caught me off guard at deeper depths. They also added a "shadow" (hover over the detection icon) feature which shows your detection bonus based on depth and sounds from depth charges. It allows you to speed up during the explosions as sonar cant detect you as the charges are going off. I'm able to change direction and change various depths until they eventually run out of barrels :) Learning some really cool tactics.
I did pick the end of the war, the most difficult setting. Less ports, less supply but even that isnt going to challenge you if you have 60+ hours.
I think as the next phase Q1 comes out and then for sure Q2 this will be a handful to master.
For now I just continue to report bugs, and find my own challenges like seeking out a battleship with an escort of smaller patrol boats.
I find sonar decoys quite effective.
Just drop one through pill thrower at about periscope depth and get away with full speed. Don't mind if they here you, they will always jump on the decoy first and will atack it for about 20 minutes until out of charges. You can get away several kilometers until they find out they were bombing bubbles.
I tried it several times, and it always worked like a charm. Now i always have at least 10 decoys on each patrol with me.
A lot of the difficulty comes more from searching for more valuable prey like destroyers, battleships, aircraft carriers, etc. Even than I haven't had that many close calls and once you get the snorkel aircraft pose a minimal threat to you. The economy and research becomes a non issue after a short time. If you find it too easy I do recommend starting in 1943 or later. Things are a little bit more challenging and there are more warships to hunt.
Sonar is on a ship so I'd aim for that one first, before it starts looking.