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CptGlub
09-16-2011, 12:40 PM
Have sort of got my sea legs. Am on second mission of my first U.S. career. Have a paultry 32K tonnes but that's better than nothing.

I've got some general questions, please.

1. Is 1/3 reverse also considered 'safe' when rigged for silent running and below a thermal?

2. Do thermals work both ways? By that I mean is it harder for me to hear what's above the thermal when I'm below?

3. What is the lethal CO2 level? Some posts mention as high as 90%. If true, why the flashing warning at 10%?

4. Do the sirens always mean detection? I've noticed while in a harbor that ships and boats sound sirens ( I assume to warn other craft and avoid collisions ). So if I surface next to a convoy and hear a siren should I assume the jig is up or could it be them signalling proximity to each other?

5. Was that gawd-awful grinding the lowering of the agent's inflated raft or did I run aground when inserting an agent?

Thanks all.

CptGlub
09-16-2011, 12:40 PM
Have sort of got my sea legs. Am on second mission of my first U.S. career. Have a paultry 32K tonnes but that's better than nothing.

I've got some general questions, please.

1. Is 1/3 reverse also considered 'safe' when rigged for silent running and below a thermal?

2. Do thermals work both ways? By that I mean is it harder for me to hear what's above the thermal when I'm below?

3. What is the lethal CO2 level? Some posts mention as high as 90%. If true, why the flashing warning at 10%?

4. Do the sirens always mean detection? I've noticed while in a harbor that ships and boats sound sirens ( I assume to warn other craft and avoid collisions ). So if I surface next to a convoy and hear a siren should I assume the jig is up or could it be them signalling proximity to each other?

5. Was that gawd-awful grinding the lowering of the agent's inflated raft or did I run aground when inserting an agent?

Thanks all.

paulhager
09-16-2011, 02:58 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by CptGlub:
Have sort of got my sea legs. Am on second mission of my first U.S. career. Have a paultry 32K tonnes but that's better than nothing.

I've got some general questions, please.

1. Is 1/3 reverse also considered 'safe' when rigged for silent running and below a thermal? </div></BLOCKQUOTE>

If you are silent running and go to 1/3, you should then set the speed to 1 knot. Wait to make sure you are actually traveling in reverse before you do this.

<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">2. Do thermals work both ways? By that I mean is it harder for me to hear what's above the thermal when I'm below? </div></BLOCKQUOTE>

I'll give a tentative yes, insofar as I've observed a difference in ability to detect when shallow versus deep. However, the escorts are much noisier than the sub so they should have a harder time picking up the sub than vice versa.

<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">3. What is the lethal CO2 level? Some posts mention as high as 90%. If true, why the flashing warning at 10%? </div></BLOCKQUOTE>

I don't know for the game, though I'd guess it is very high. In the real world 10% is lethal. This is from the required MSDS put out by a company called Universal Industrial Gases, Inc: "Carbon Dioxide is a powerful cerebral dilator. At concentrations between 2 and 10%, Carbon Dioxide can cause nausea, dizziness, headache, mental confusion, increased blood pressure and respiratory rate. Above 8% nausea and vomiting appear. Above 10%, suffocation and death can occur within minutes."

<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">4. Do the sirens always mean detection? I've noticed while in a harbor that ships and boats sound sirens ( I assume to warn other craft and avoid collisions ). So if I surface next to a convoy and hear a siren should I assume the jig is up or could it be them signalling proximity to each other? </div></BLOCKQUOTE>

The jig is up. Read my posting on night surface attacks for approaches on how to surface in proximity ("proximity" being a relative term) to a convoy.

<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">5. Was that gawd-awful grinding the lowering of the agent's inflated raft or did I run aground when inserting an agent? </div></BLOCKQUOTE>

Sounds like you ran aground. Check for damage.

<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Thanks all. </div></BLOCKQUOTE>

Yooperbacker
09-16-2011, 03:25 PM
Did you know that you can change your knot gauge so it shows knots. Look at your knot gauge, just below the gauge is a black square to me it looks like a rubber skid you see on steps, click that and the gauge will change. You can also change the other 2 gauges. Clicking below the gauges again will bring them back to what they look liked before.

pnwdom
09-16-2011, 04:37 PM
The grinding sound with the raft is the raft rubbing against the hull of the sub. It does not cause any damage (in the stock game).

donna577
09-16-2011, 05:11 PM
To avoid the raft grinding noise, come to a dead stop before releasing the raft.

WernherVonTrapp
09-17-2011, 05:33 AM
Greetings again CptGlub.
In my own experiences, Back 1/3 is the same as Ahead 1/3. The only difference that I've seen is that the Knot Meter does not work the same way in reverse. For example: If you are traveling at 1/3 speed in reverse and then switch to the Knot Meter and hit 1 knot, you'll now be going forward at 1 knot speed, so it's not advisable to use the Knot Meter in reverse.

In reality, thermoclines work both ways, I haven't really noticed a difference for the sub while playing except for it's effect on the DDs.

The CO2 warning probably starts flashing because your crew's abilities will start to be affected at 10%. (i.e., they will not function as efficiently with higher CO2 levels).

As far as ship sirens are concerned, there seems to be a couple (or few) different types. The alarm bell seems to sound when a torp is spotted, there is a potential for collision or your sub is detected. Then, there is a climbing siren effect that appears to sound all the time and I suspect is nothing more than an immersion effect. Maybe MWolfe can clarify on this one.

The screaching sound you hear is a default collision sound, no biggie. Even a rubber raft collision will activate it.
http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

merc4ulfate
09-17-2011, 01:28 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by donna577:
To avoid the raft grinding noise, come to a dead stop before releasing the raft. </div></BLOCKQUOTE>

Agreed if you come to a complete stop first, under water, then rise there is no sound.

fireftr18
09-17-2011, 06:12 PM
My understanding of the thermocline issue. The Japanese sonar equipment was severly affected by the thermocline and the US equipment was not. I am assuming that although there may be a small effect in real life, I don't think it is modeled in game.
As near as I was able to determine about the CO2 issue, the 10% represents 10% the lethal level. You get the warning at 10% because any elevated CO2 level has adverse effects on people.

MWolfe1963
09-18-2011, 12:46 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by WernherVonTrapp:
Greetings again CptGlub.
In my own experiences, Back 1/3 is the same as Ahead 1/3. The only difference that I've seen is that the Knot Meter does not work the same way in reverse. For example: If you are traveling at 1/3 speed in reverse and then switch to the Knot Meter and hit 1 knot, you'll now be going forward at 1 knot speed, so it's not advisable to use the Knot Meter in reverse.

In reality, thermoclines work both ways, I haven't really noticed a difference for the sub while playing except for it's effect on the DDs.

The CO2 warning probably starts flashing because your crew's abilities will start to be affected at 10%. (i.e., they will not function as efficiently with higher CO2 levels).

As far as ship sirens are concerned, there seems to be a couple (or few) different types. The alarm bell seems to sound when a torp is spotted, there is a potential for collision or your sub is detected. Then, there is a climbing siren effect that appears to sound all the time and I suspect is nothing more than an immersion effect. Maybe MWolfe can clarify on this one.

The screaching sound you hear is a default collision sound, no biggie. Even a rubber raft collision will activate it.
http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif </div></BLOCKQUOTE>

You have different siren sounds, seems one for collision and then several others just for different ships. If you want you can look in your sound files and play the different horn sounds so you can learn them.

Another good give away that the enemy has sensed you is the small flashing light on top the mast. Fun watching them blink several miles off on the horizon, although not realistic.

CptGlub
09-19-2011, 12:01 PM
Thanks All