|Although I love the ADCAPs, they give away my bearing for every enemy sonar that is paying attention. So, I get out of my firing position with a trail of countermeasures.|
|And I change course, at flank speed away from the ping. Just in case there is an enemy torpedo coming my way.|
|Anxiously waiting for my countermeasures to be reloaded, an explosion in the bearing of the ping is heard. That must be a Kilo.|
|So I set course for contact S01, hoping for the miracle that the oiler was still afloat.|
|But contact S01was actually a fishing boat.|
|So I stayed on station for a few more hours, but there was no Kilo to be found. It turned out that I destroyed both Iranian Kilos. I failed to protect the merchant ship, though.|
So, why the mysterious ping from the same direction of the first torpedo explosion?
After watching at the in-game replay file, I noticed that the two Iranian submarines were very close to each other.
|The two Iranian Kilos (red icons) preying on the oil tanker.|
In real life, two twin submarines of the same class would generate different frequencies. This is due to ad hoc repairs, patched up hulls, shafts, etc. I don't know if Dangerous Waters models those factors. If it does, I would be completely freaked up at the level of detail this simulation has. Other possibility, no less amazing, would be that the game actually models sound transmission with a high level of detail and the superimposed tonals are due to distance-dependent sound distortion by the water. Or maybe is just design for effect ... Who knows? All I can tell is that I will remember this gaming session for a long time.