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#3272225 - 04/17/11 09:50 AM Dangerous Waters - Kilo Tutorial  
Joined: Aug 2000
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Smithcorp Offline
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Joined: Aug 2000
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Oz
I've had the jag for naval sims lately and I recently fired up Dangerous Waters (had it since when it was released in 2005 - deep, deep sub warfare sim that is amazing, but requires lots of study and patience to get good at. It has a 560+ page manual!) and tried out the Kilo demo scenario which is a good tutorial for subs in the game.

The scenario has you in a super-stealthy diesel-powered Russian Kilo sub - the so-called Black Hole because of its quietness. Your task is to sink a cargo ship, that's being escorted by a US Frigate through the Tsushima Strait (the frigate is a dangerous anti-sub foe), but not to sink or damage any other vessels.

The scenario opens with the Nav screen, showing the target area and the line we don't want the cargo ship to cross. The only ship symbol to be seen at the start is our sub symbol. Somewhere out there are our target and some other ships. But we are submerged and can't see anything yet. I immediately slow down to 4 knots to be really stealthy.




The first place to search is the Sonar station, where a couple of contacts are showing up on passive broadband sonar. They are the spikes around seven o'clock on the dial. I mark the contact to send it to the Target Motion Analysis (TMA) station.




Then to switch to Narrowband sonar which has filters to help us identify the sonar contacts. This contact is a freighter of some kind.





Next stop, the ESM (Electronic Support Measures) station. I deploy the ESM Mast and immediately it identifies some radar contacts. This station also has filters and one of the strong emitters is clearly an Oliver Hazard Perry Frigate - our escort.





So here is the situation after sonar and ESM search. There are 3 ships out there somewhere (range is not accurate yet for any of them, but bearing is). M01 and M02 and E03 (E because it hadn't been detected by other means, but only ESM so far).








To establish a torpedo solution, we need to know 3 things about a target - bearing, range and speed. We have bearings from sonar and ESM contacts (and these are regularly updated to keep the TMA accurate) and we can get speed from something called DEMON (demodulated noise). This counts the beats of propellors and by knowing the turns per knot a ship makes, speed can be determined. Our cargo ship has a 4-bladed prop and it does 10 turns per knot. The screen shows the four blades as four lines in the 'waterfall' display and when we set 10 in the TPK, it says the ship is doing 18 knots - motoring along.






Now sonar and ESM are so-called ambiguous sensors. We do have an unambiguous sensor - the periscope - which can also give us range. I sneak a look and can clearly see the cargo ship we are expecting on bearing 223 and by panning left, I see the masts of the OHP Frigate that is escorting it. We now have the target and can classify two of the contacts with a high degree of confidence. M01 and M03 are our Frigate and Cargo ship respectively.









Time to shoot. I head to the Weapons Control Station, assign tubes 1 and 2 (loaded with fast wakehoming torpedoes) to my target M03 and then set presets for the fish. We are in shallow water, so I set the fish to run shallow, with shallow ceiling and floor and to go "active" - that is to turn their own active sonar on, after 10,000 metres - the targets are 13,000m away. Up until then, they will be more difficult to track if they are not pinging away. I also have wire-guided torpedoes that I can steer after firing, but I decided not to use these.








Now I flood the tubes, equalise pressure and open the muzzle, before clicking fire. Both torpedoes are soon on their way.










I change course and start to sneak away. There's a very good chance that the Frigate heard my torpedo launches and if that happens they may fire their own torpedo back down the line of bearing so I want to get ready to evade and fire countermeasures.

This time though they carry on blissfully unaware. In a previous play-through, both ships turned south and ran, with the Frigate behind and trailing a decoy.





Here the torpedoes are barelling south towards the target.





About a minute later, as I watch through the scope, boom, the first fish hits and I get the mission complete message - I'd hit the right ship!





Hope you liked them and thanks for looking!

smith

Inline advert (2nd and 3rd post)

#3272235 - 04/17/11 10:15 AM Re: Dangerous Waters - Kilo Tutorial [Re: Smithcorp]  
Joined: Apr 2008
Posts: 12,114
Chucky Offline
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Chucky  Offline
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Joined: Apr 2008
Posts: 12,114
UK
That is awesome!
This is a game I have owned for some time but the difficulty always finishes me off.
Maybe I need to have another go.

Many thanks for the AAR thumbsup


EV's are the Devils matchbox.
#3272307 - 04/17/11 01:47 PM Re: Dangerous Waters - Kilo Tutorial [Re: Smithcorp]  
Joined: Apr 2001
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Stratos Offline
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Stratos  Offline
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Amposta, Spain
Good read!! Thanks for sharing, the Kilo is quiet, isn't it?


-Sir in case of retreat, were we have to retreat??
-To the Graveyard!!

sandbagger.uk.com/stratos.html
#3272389 - 04/17/11 04:19 PM Re: Dangerous Waters - Kilo Tutorial [Re: Smithcorp]  
Joined: Oct 2006
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Heretic Offline
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Heretic  Offline
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GER
Very cool! Thanks for writing that!

#3272502 - 04/17/11 08:22 PM Re: Dangerous Waters - Kilo Tutorial [Re: Smithcorp]  
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wheelsup_cavu Offline
Lifer
wheelsup_cavu  Offline
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Corona, California
Cool AAR. thumbsup


Wheels


Cheers wave
Wheelsup_cavu

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#3273090 - 04/18/11 02:51 PM Re: Dangerous Waters - Kilo Tutorial [Re: Smithcorp]  
Joined: Apr 2011
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Seahawk12 Offline
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Seahawk12  Offline
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Washington DC
Do you usually stick around after you complete the primary? I've found it's a lot more realistic (and challenging [aka fun]) biggrin to stick around and try to evade the fig. Personally, I've had a hard time trying to stay away from the fig without destroying it, and when I don't destroy it, it sometimes chases me and then runs aground.


"There will come a time when you might have to decide who lives, and who dies out there" -Ben Randall (Kevin Costner), The Guardian (2006)

F4AF
Dangerous Waters
Ghost Recon: Advanced Warfighter 2
#3273274 - 04/18/11 05:17 PM Re: Dangerous Waters - Kilo Tutorial [Re: Smithcorp]  
Joined: Dec 2002
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enigma6584 Offline
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enigma6584  Offline
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Posts: 4,429
Wisconsin, USA
A most excellent AAR! Excellent game as well. I haven't played this in quite a while. What size monitor do you use Smithcorp? When I upgraded to a widescreen monitor, the images in game became stretched and didn't look as good, thus stopped playing it. Has there been any mod or work around which allows one with a widescreen monitor to view images as they should in the proper format?

#3273980 - 04/19/11 10:31 AM Re: Dangerous Waters - Kilo Tutorial [Re: Seahawk12]  
Joined: Aug 2000
Posts: 1,458
Smithcorp Offline
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Smithcorp  Offline
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Joined: Aug 2000
Posts: 1,458
Oz
Originally Posted By: Seahawk12
Do you usually stick around after you complete the primary? I've found it's a lot more realistic (and challenging [aka fun]) biggrin to stick around and try to evade the fig. Personally, I've had a hard time trying to stay away from the fig without destroying it, and when I don't destroy it, it sometimes chases me and then runs aground.


Hi Seahawk

Most times I've played the tutorial I don't stick around, but the other night I decided to toy with the Fig - this was the time the two of them had turned south and tried to run). I noticed that he had turned back north and i was on an avading heading east. So I surfaced to see what he would do (I was still 15,000m away) and headed south at 15 knots enjoying the view from the sail.

I was messing around with the binos and saw he had launched his helo. I lost sight of it and was trying to find it again (but the sub was pitching like crazy in the swell) to hit it with the SAM, when I saw a smoke trail and the helo sank me with a Penguin or Hellfire! Neat.

#3273983 - 04/19/11 10:34 AM Re: Dangerous Waters - Kilo Tutorial [Re: enigma6584]  
Joined: Aug 2000
Posts: 1,458
Smithcorp Offline
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Smithcorp  Offline
Member

Joined: Aug 2000
Posts: 1,458
Oz
Originally Posted By: enigma6584
A most excellent AAR! Excellent game as well. I haven't played this in quite a while. What size monitor do you use Smithcorp? When I upgraded to a widescreen monitor, the images in game became stretched and didn't look as good, thus stopped playing it. Has there been any mod or work around which allows one with a widescreen monitor to view images as they should in the proper format?


Thanks Enigma (and others),

I use a 1280x1024 res on a 19 inch monitor (native res is 1440x900) - there's a little stretching you can see but its not bad at all. I'm not aware of any mods that would allow proper widescreen, but I'll do some digging.

#3274066 - 04/19/11 01:01 PM Re: Dangerous Waters - Kilo Tutorial [Re: Smithcorp]  
Joined: Apr 2008
Posts: 12,114
Chucky Offline
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Chucky  Offline
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Joined: Apr 2008
Posts: 12,114
UK
If you fancy posting up some more Smithcorp,you will have my attention. thumbsup


EV's are the Devils matchbox.

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