Cold Waters

Cold Waters

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Sonar: making it simple
By Leemos
Simple guide of sonar on Cold Waters
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Sonar in Cold Waters
Killerfish Games made brilliant operations manual, explaining all those science blah blah about acoustics, sensors, sonars etc. in just a few pages and short&simple training sessions, in addition You can find hours videos and hundreds pages manuals over internet explaining these topics as much in depth as they possible can. You can watch/read them all, tho game doesn't require You to know all that stuff to be effective submarine captain and I will try show that with this short guide.

TMA

Bearing is first data You get about contact - its always accurate as long as You have contact and can be acquired by passive sonar, ESM and Periscope.
Speed, Range, Course - is calculated by crew, while SOL show percentages how calculations are accurate. SOL needs to be 85% to have firing solution and 95% for 100% accurate solution.
Accurate range can be acquired by active sonar, radar and periscope laser, which immediately boost SOL, but that can be counter-detected.
Operations manual lists factors effecting SOL under Target Motion Analysis, in short You need better sonar signal and/or wait for crew make more accurate calculations.

Signature/Sonar
Since US submarines are superior in passive sonar and stealthness, this is Your main weapon.



First thing You do is identifying contact. Simply click arrows until all lines line up and click check mark to confirm. Towed array at 5kts shows You best picture.






SIG STR panel shows You sonar signal strenght of active, passive hull sonar and towed array to selected contact.
Factors effecting performance:
Active - ambient noise,layer and duct, range, speed (performing best at 0kts).
Hull passive - ambient noise, layer and duct, range, speed (performing best at 0kts), contact noise and speed.
Towed Aray - ambient noise, layer and duct, range, speed (performing best at 5kts), contact noise and speed.
Usage: passive signal strength use to decide what speed and depth You want to travel while still maintaining signal and strength positive.


SNS COMP panel shows You strength of contact sonars.
Factors effecting performance:
Active - ambient noise,layer and duct, range, contact speed, Your sub angle towards contact (at bow/aft is minimum)
Hull passive - ambient noise, layer and duct, range, contact speed, Your sub noise and speed.
Towed Aray - ambient noise, layer and duct, range, contact speed, Your sub noise and speed.
Usage: strength of active shows what range You can approach contact without being detected by pings. While strength of passive how fast You can go without being detected.
Basically its a cheat and I believe its calculated by actual contact position and not from TMA data. Its like having Sean Connery[upload.wikimedia.org] on board of each of Your contacts and real time telling You what they see and hear.
[You]: Damn Sean, my crew still cant get good SOL to sink Your ship!
[Sean]: Relax buddy, we still cant see or hear, You can come closer/faster.

Conclusion:
US subs superior on passive sonar, while Soviet ships on active sonar.
As operations manual states: A submarine's primary weapon is its ability to stay undetected.
So keep eye on those numbers and sink enemy without giving chance to fight back.
And that is all You need to know.
But keep in mind, there is something You cant control:
15 Comments
James Finn 27 Feb @ 3:07pm 
Google Translate est votre ami, crisba2
crisba2 25 Feb @ 2:11am 
une traduction Française MERCI SI POSSIBLE
Daveslow 26 Sep, 2024 @ 6:07am 
Power bottom
maureen.bellerby 12 Feb, 2021 @ 1:42pm 
bottom
Ho Chi Hill 15 Mar, 2020 @ 8:07pm 
sean connery huh? Not Patrick Ewing or Bob Lazar?
Vinkar 27 Feb, 2020 @ 1:58am 
SNS COMP is based on your current TMA range estimation and not a cheat. The only way you can trust it is when you have a 95% solution.
James Finn 18 Jan, 2020 @ 1:50am 
Wait, how do I convert the MF active and MF passive into distance measurements?
chrisperry53 10 Mar, 2018 @ 7:45am 
As expected I have managed to play and love this game. The tutorials by Jive Turkey are excellent and very useful. How do I access the mod submarine list? Also How do I download them?

chrisperry53 2 Dec, 2017 @ 1:27pm 
So far I have found it all very confusing! I have played all the Silent Hunter( except 5) games and managed to master them. However, so far I haven't even managed to fire a torpedo and hit a stationery ship. I only downloaded this game today- 2/12/16 so perhaps all will become clear with perseverance. I have posted this comment to encourage those people who also newbies at Cold Waters so no trolling please! The article on sonar is excellent. All Best Wishes to all.:steamsalty:


The Inept European 16 Aug, 2017 @ 10:40am 
As of 1.06 and earlier the TA is effectively always deployed but not visible as a 3D object. It requires 200' of depth under the keel or it will not function. Its optimum speed is 5kt. Below 5kt it will not work due to dragging/sagging. Above 5kts it starts to degrade. At 10kt is about as good as hull sonar (depending on the sub) and beyond 10kt it is generally worse than hull sonar, apart from the fact that it has a front baffle rather than a rear baffle. The front baffle is about 10 degrees either side of dead ahead, or slightly less.

At some point from 1.07/8 or later, expect an operatable TA with 3D model. At that point, if you forget to retract it, it may get damaged by the environment. At present it can only be damaged by combat damage (if at all).