SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
07-25-17, 04:04 PM | #16 | |
Sonar Guy
Join Date: Sep 2002
Location: Canada
Posts: 395
Downloads: 39
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Quote:
In all likelihood these are the types of attacks that would have been attempted/preferred with the Mk 37 in wartime. If done right (launching sub not detected, target has course and speed that allow it to be intercepted by a 17 knot torpedo) this tactic can be quite successful, however the risks involved and the marginal nature of the weapon (both speed and warhead) lead to the development of the Mk 48.
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07-25-17, 05:38 PM | #17 |
A-ganger
Join Date: Oct 2013
Posts: 74
Downloads: 25
Uploads: 1
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From my experiences and tactics in both 68 and 84 I get the feeling that in a real war the Soviets would have been absolutely toasted
At least on the naval front. |
07-26-17, 04:06 AM | #18 | |
A-ganger
Join Date: Oct 2013
Posts: 74
Downloads: 25
Uploads: 1
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Quote:
Takes more MK48s now to take on a sub. They can evade better. More fun. |
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07-26-17, 05:46 AM | #19 |
Torpedoman
Join Date: Oct 2005
Location: Buenos Aires
Posts: 112
Downloads: 10
Uploads: 2
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Really? Can't find it on the changelog, but that'd be great.
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Shadow's Cold Waters mods (JSGME-friendly) = Longer Campaigns: Marathon Edition = 500-yard MAD range |
07-26-17, 06:52 AM | #20 | |
Engineer
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Here's quote from the steam forums
Quote:
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07-26-17, 07:09 AM | #21 |
A-ganger
Join Date: Oct 2013
Posts: 74
Downloads: 25
Uploads: 1
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07-26-17, 07:24 AM | #22 |
Engineer
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Yeah, my bad. I've misread Shadow's post
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