What happened with the ADCAP was that it acquired a target at the very edge of its detection range but at a significantly different depth. The ADCAP then turned as it went to the new depth (surface) but in the meantime the target went beyond the detection range so the ADCAP simply started turning in a circle as it had now lost its target. I’ve found that the ADCAP and USET-80 torpedoes can acquire a target regardless of depth; I’ve had a USET-80 acquire me from the surface at a depth of 1 500’. It seems the detection cones of the USET-80s and ADCAPs are huge. I’ve used this feature to my advantage. When hunting surface vessels or submarines, I go to about 45’-50’ depth then launch. If there’s a counterlaunch, usually the target either doesn’t have a wire or they go do fast to evade my torpedo they lose their wire. I then run at as deep and fast as possible along the bearing of the torpedo. Usually the torpedo is set to go active at my launch point or before. Once the torpedo acquires at the edge of its range it goes deep, spins and by the time its back on the bearing, I’ve moved just beyond its detection range so its rendered useless.
The target going beyond the ADCAP range part doesn't make sense to me -- the ADCAP is much faster than the enemy ship, even if it is moving directly away (and I'm not sure it was). It is useful to know that some torps acquire regardless delta-depth. And unfortunate... But thanks for the info.
@@TortugaPower I’m not sure real ADCAPs or USET-80s work this way but it’s the way they’re modeled in game. Let’s say there’s an advanced torpedo chasing you that’s gone active (doing a snaking motion). The torpedo will acquire you precisely at 3 000 yards and move to intercept. However, if you’re at a significantly different depth, the torpedo will spin/turn as it makes its way to the new depth. When the torpedo spins it loses its lock and if you’re moving sufficiently fast enough, you will be just beyond its detection range; you’ll be at 3 100 or 3 200 yards. The torpedoes guidance system will have recorded that there was something in front of it at 3 000 yards but now it’s gone so the torpedo goes dumb and starts to spin in place. The torpedo won’t go back along the bearing to search for the target. Of course, this doesn’t work if the torpedo is still on a wire.
I think firing one weapon at one target in a fleet bearing down on you is a mistake for me. If you wanted to retain control you needed to be sneaky and dogleg weapons but if not fire a spread that activates short of each track so when you break the wires running if detected it’s still giving them something to think about rather than them all spamming torps at you.
There are a few things ppl dont rly know about surface radars and sub masts. Every ship in the game either has a surface search either a navigation radar that can be picked up by the ESM mast. Planes and helis also have radars (and like warships, they can also pick up your radar mast), thats why with no surface ships on the map the ESM mast still shows the detection bar
10:00 The speed of the detecting ship has everything to do with the sensitivity of their sensors. You couldn't figure out why the Luhu suddenly became much worse at discovering you, though if you had looked at the speed (30 knots - flank) it would have made sense and you would have realized you were free to launch. Edit: BTW, if you lose the wire on an ADCAP, it's smart to head in the opposite direction as opposed to driving right towards it. They are a real bear to escape. Edit2: Think of active sonar like a flashlight. It has a pretty short range and certainly no where near 30k yards where your targets are. Radar has a much longer range subject to the Earth's curvature and two of your targets were beyond radar range.
What happened with the ADCAP was that it acquired a target at the very edge of its detection range but at a significantly different depth. The ADCAP then turned as it went to the new depth (surface) but in the meantime the target went beyond the detection range so the ADCAP simply started turning in a circle as it had now lost its target. I’ve found that the ADCAP and USET-80 torpedoes can acquire a target regardless of depth; I’ve had a USET-80 acquire me from the surface at a depth of 1 500’. It seems the detection cones of the USET-80s and ADCAPs are huge.
I’ve used this feature to my advantage. When hunting surface vessels or submarines, I go to about 45’-50’ depth then launch. If there’s a counterlaunch, usually the target either doesn’t have a wire or they go do fast to evade my torpedo they lose their wire. I then run at as deep and fast as possible along the bearing of the torpedo. Usually the torpedo is set to go active at my launch point or before. Once the torpedo acquires at the edge of its range it goes deep, spins and by the time its back on the bearing, I’ve moved just beyond its detection range so its rendered useless.
The target going beyond the ADCAP range part doesn't make sense to me -- the ADCAP is much faster than the enemy ship, even if it is moving directly away (and I'm not sure it was).
It is useful to know that some torps acquire regardless delta-depth. And unfortunate... But thanks for the info.
@@TortugaPower I’m not sure real ADCAPs or USET-80s work this way but it’s the way they’re modeled in game. Let’s say there’s an advanced torpedo chasing you that’s gone active (doing a snaking motion). The torpedo will acquire you precisely at 3 000 yards and move to intercept. However, if you’re at a significantly different depth, the torpedo will spin/turn as it makes its way to the new depth. When the torpedo spins it loses its lock and if you’re moving sufficiently fast enough, you will be just beyond its detection range; you’ll be at 3 100 or 3 200 yards. The torpedoes guidance system will have recorded that there was something in front of it at 3 000 yards but now it’s gone so the torpedo goes dumb and starts to spin in place. The torpedo won’t go back along the bearing to search for the target. Of course, this doesn’t work if the torpedo is still on a wire.
Firing whilst changing depth or course increases chance to break the wire btw. The game does add that factor in.
I think firing one weapon at one target in a fleet bearing down on you is a mistake for me. If you wanted to retain control you needed to be sneaky and dogleg weapons but if not fire a spread that activates short of each track so when you break the wires running if detected it’s still giving them something to think about rather than them all spamming torps at you.
That seems reasonable.
Another thing is you can’t dive more than about 350’ at a time when going at 5 knots otherwise you lose the wire as the angle is too great.
There are a few things ppl dont rly know about surface radars and sub masts. Every ship in the game either has a surface search either a navigation radar that can be picked up by the ESM mast. Planes and helis also have radars (and like warships, they can also pick up your radar mast), thats why with no surface ships on the map the ESM mast still shows the detection bar
Great Cold WaWa campaign. Thanks again!
Appreciate the great work really enjoyed
Does anyone know if it would be contrary to the rules of war for a submarine to hide under a merchant ship and fire from there?
10:00 The speed of the detecting ship has everything to do with the sensitivity of their sensors. You couldn't figure out why the Luhu suddenly became much worse at discovering you, though if you had looked at the speed (30 knots - flank) it would have made sense and you would have realized you were free to launch. Edit: BTW, if you lose the wire on an ADCAP, it's smart to head in the opposite direction as opposed to driving right towards it. They are a real bear to escape. Edit2: Think of active sonar like a flashlight. It has a pretty short range and certainly no where near 30k yards where your targets are. Radar has a much longer range subject to the Earth's curvature and two of your targets were beyond radar range.
Thanks Mack, yeah I didn't observe the speed difference. I need to train my eyes on the bottom left panel more.