From: The Rock, Canada
Sorry for the belated reply, but in any event Don managed to address most of your concerns.
How can an enemy sub travel right through my field of sono buoys trucking along at 17 kts undetected? I used the cheat to see how and it was deep in the water, even so, in order to get a read on it I had to manually place a buoy right on top of it (literally, within a pixel or two at the max zoom level) to detect it, even though it was already surrounded closely on all sides by buoys that my patrols had placed. It obliterated half of my Tawara fleet, smartly, it went for all my ASW assets first and I lost the scenario, by the time I realized I was under attack there was already 3 blobs of torpedos in the water. I could tell where it was because I could see where the torpedos were appearing and taking different bearings, how is it I can detect the torpedos immediately coming right out of the sub, but not the sub itself?
Frankly, I am reassured by the fact that a submarine slipped through your screen and gave you the 'business'. It means that something is working correctly. As far as the technical side goes, keep in mind that sonar checks are performed only every 5 minutes, and that active/passive sonar sensors have only a 50 percent of chance of detecting a target within range when that check is performed. Torpedoes are easier to detect because firstly, they tend to have considerably louder acoustic signatures, and secondly, many are active homing types.
Also, oddly when I dropped a torpedo right on top of it, it just went back and forth with an ETA of 0:00 to 0:01 seconds without hitting. Are these just bugs or am I doing something wrong?
This is the torpedo seeker trying to gain acquisition range (measured in thousands of yards or less), and maneuvering to impact.
My fleet was one Tawara, Austin, and Whitbay amphibious ships, along with a Virginia-class escort and two O H Perrys. I had them assembled so the two Perrys were running picket operations about 10nm out front and the Virginia was leading the amphib ships by about 5nm, with two ASW helicopters continuously dropping buoys out to about 18 nm infront of center, which would be around 8nm ahead of the Perrys. The fleet was not using active sonar up until the detection of the torpedos and I had many sono buoys dropping in front of it, when I turned on active sonar I still did not get a read on the sub. The ships were traveling at about 19 kts I believe. This all happened as I was approaching the mouth of the Gulf of Oman, but still far enough away so the sub could take deep water obviously, by the time I finally got an active detection on the sub it was half way in between the Perrys and the Virginia-class, which was now pretending to be a sub itself. The O H Perrys, despite running constant ASW operations ahead of the pack, were ran through like a drunk girl at a frat party. Should I massively increase the range at which im conducting the helicopter drops, or just make a separate fleet to travel far ahead of my high value ships?
As Don pointed out, 19 knots is the maximum speed at which you can expect useful passive sonar performance. In constricted waters like those in your scenario, I would slow to creep at least occasionally to squeeze more out of your sonar.
This disturbs me as I cannot manage to kill or even detect anything with an advanced US nuclear sub without seeing torpedos first, which I hardly ever use active sonar on or run any faster than 5-8kts.
It would seem, then, a change of tactics might be in order.
How do you properly evade torpedos? Just turn the other direction and book it as fast as possible?
HCE does not model acoustic countermeasures (yet), so your best choice is to either turn and run or, alternatively, try and defeat the acquisition range (seeker cone) of the hostile torpedo.
Is it worth it to fire a torpedo at the bearing of the incoming torpedo, or does this just serve to divert the hostile submarine away from your ships?
Sure, its useful, because the attacker just might be close enough for you to score a kill (and prevent future encounters with him altogether), or if you can't kill him, force him to turn away, lose track of you and hopefully give you an opportunity to break free of him and his torpedoes.
Ok, now that the lengthy sub rant is done, I have another question or two.. Do the short range AAW guns actually do anything? I don't think I have ever seen them shoot anything down (except my planes of course), is it some kind of passive modifier or it only works against aircraft and not missiles?
As Don said, short range guns typically have a very low hit probability.
Do anti-runway bombs prevent aircraft from being launched? Even if the airfield is not yet completely destroyed.
At the present time, anti-runway ordnance will only prevent landings (that is, where the field is damaged and now too short). It won't stop takeoffs.
HC3 development group member for HCE
Author of HCDB official database for HCE Harpgamer.com