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Old 02-25-24, 12:28 PM   #1
Hooston
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Default Deja vu again

Evading depth charges is a matter of speeding up when the escort starts its run (ASDIC pings stop and escort speed increases). In GWX changing depth by 20m or so also works (this is not realistic). SH3 escorts drop charges at the last known position even if they have no contact (in real life the chances of a hit in these circumstances were close to zero so it would only be done for scare effect to keep a boat down).

Game escorts go away after about 20-40 minutes of no contact. You need to work out when they actually have contact and whether you need to evade. Unfortunately GWX escorts rely primarily on passive sensors and only use ASDIC just before they attack. Every time you speed up you are likely to restart the clock.


Go deep. 200m should be fine in an undamaged boat but I find 160m is enough.

Be quiet. Silent running, 1 knot. If being loudly pinged you may as well speed up until the pinging stops in order to change your position but don't go above 1/3 ahead or you may pull other escorts in.

Against active sonar/ASDIC point bow or stern at the escort.
Do not make any noise again until the escort is at long range.



Watch Tonci87 or Wolfpack345 on Youtube for examples.



In real life late war escorts that could not get a kill directly would hang around for 24 hours until the boat's air ran out. Watch the film "The Cruel Sea"!
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Old 02-25-24, 12:44 PM   #2
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Default Welcome aboard!

Plingus! great first post, but seriously, as a college grad myself, do not waste valuable study time addicted to ing! After all, tuition $'s ain't cheap!
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Old 02-25-24, 12:57 PM   #3
Hooston
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Default Life choices

Agreed. Valuable drinking time can be lost to gaming.
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Old 02-29-24, 01:14 AM   #4
Plingus
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Default

Quote:
Originally Posted by Hooston View Post
Evading depth charges is a matter of speeding up when the escort starts its run (ASDIC pings stop and escort speed increases). In GWX changing depth by 20m or so also works (this is not realistic). SH3 escorts drop charges at the last known position even if they have no contact (in real life the chances of a hit in these circumstances were close to zero so it would only be done for scare effect to keep a boat down).

Game escorts go away after about 20-40 minutes of no contact. You need to work out when they actually have contact and whether you need to evade. Unfortunately GWX escorts rely primarily on passive sensors and only use ASDIC just before they attack. Every time you speed up you are likely to restart the clock.


Go deep. 200m should be fine in an undamaged boat but I find 160m is enough.

Be quiet. Silent running, 1 knot. If being loudly pinged you may as well speed up until the pinging stops in order to change your position but don't go above 1/3 ahead or you may pull other escorts in.

Against active sonar/ASDIC point bow or stern at the escort.
Do not make any noise again until the escort is at long range.



Watch Tonci87 or Wolfpack345 on Youtube for examples.



In real life late war escorts that could not get a kill directly would hang around for 24 hours until the boat's air ran out. Watch the film "The Cruel Sea"!


Thank you for your reply. I've got the hang of dodging depth charges for the most part. I actually just escaped 3 destroyers that were taking turns attacking me in dead calm seas. However, my main problem persists. After that engagement, I got back into contact with the convoy I've been chasing, and sure enough, I have had a corvette on my case for not 8, not 12, but 20+ hours now. If you didn't guess, I don't have co2 management on, lol. I'm at 200m, 50rpm, silent running, trying my best to evade, turn into him, turn away from him, go silent after he passes over me. Its probably been 18 hours since a depth charge has been dropped on me. I even reloaded a save (a massive pain because of the long load times) with no luck. What's more, I just tried some more evasive maneuvers, and then it just worked. He quit I had a good laugh at how irritated I was, and at the idea of that Corvette's CO reporting to his boss only to say, "yeah, I chased a Uboat for 24 hours, but I lost contact for 20 minutes so I gave up."

Last edited by Plingus; 02-29-24 at 02:00 AM.
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Old 02-29-24, 11:20 AM   #5
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Default Good game vs realism

"yeah, I chased a Uboat for 24 hours, but I lost contact for 20 minutes so I gave up."
It was probably "I had the b*****d pinned down but YOU ordered me back to the convoy!".
There are a couple of different ways of simulating the boat's oxygen supplies; the simple one in the base game and the "enhanced" one in the H.Sie hard coded fixes. I find the H.Sie version a bit too severe, I've read elsewhere that a type VII should last 18 hours before resorting to potash cartridges and bottled oxygen.
I've not played OneAlex, but I have never had problems shaking escorts with older GWX (until 1944...). I guess our Ukrainian friend has added some tweaks. The settings for the various detection methods are very tricky to set up and critical for the game balance and realism. In addition there's only so much that can be done to work around the limitations of the base game. Maybe in this case he's got the settings a bit too realistic
I play NYGM these days. I find the escorts a bit less "laser guided" when using passive hydrophones. Maybe you could give Fifi's enhanced hardcore NYGM a try.
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