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Old 08-14-09, 06:05 PM   #71
Frederf
Seasoned Skipper
 
Join Date: Apr 2005
Posts: 665
Downloads: 79
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There's a lot of torpedo targeting already down so I'll see what I can think of apart from that.

Drastically reducing speed and turning 0/180 "slim" to an aircraft contact, radar or visual, is a pretty reliable way to observe it safely while remaining on the surface and get under way again quickly. Keep a finger on that crash dive key in case you're spotted though.

A-scope radar ranges are logarithmic so be careful not to overestimate. 90% of the way between the 5000yd and 10,000yd marks is much closer to 6,000yd indicated than it is to 9,000yd.

Remove the radio_track file from the game's directory and leave the radio on all the time to get instant radio updates for major war events without the silly menu music playing all the time.

The sonar bearing to a contact will generally trail the contact's MoT visual bearing for two reasons: 1. The sound producing part of the contact is the propellers which are located aft of the MoT visual point 2. The speed of sound means that the sound heard currently is associated with where the contact was several seconds ago.

Enemy sensors change behavior under time compression, keep TC use to low values in the presence of escorts.

Keep patrol search pattern turns at right angles or more obtuse to avoid patrolling areas already known to be clear.

Make a habit of depthsounding before diving below periscope depth, especially crash diving.

Count fuel used and time taken on the transit out or calculate how much is needed to get back and add 10%. Write down the date and fuel state you want to leave the patrol area for that 50-70 day endurance and 10% in the tanks as you pull up to the slip.

Use the protractor tool to plot sound contacts based on the width the green light is on making little "crows feet". A history of these on the map helps get a feel for the approach and relative distance.
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