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Old 04-28-19, 04:52 PM   #16
Sniper297
The Old Man
 
Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
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Couple old threads on that;

http://www.subsim.com/radioroom/showthread.php?t=211380

Post #6 in this one Aanker got something close to realistic by using hacked supercrewman;

http://www.subsim.com/radioroom/show....php?p=2539251

I have my SARGO class (the one I actually play careers with) set for;

Submerged
miles = 60
knots = 4

I forget the actual test numbers, but recharge is a realistic 4-8 hours, and who stays submerged for 24 hours in a game anyway?
I use the Sam Dealy USS HARDER method unless there are an unreasonable number of escorts, fire down the throat at close range, blow up all the destroyers and there's no depth charges to evade anyway.
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Old 04-28-19, 04:59 PM   #17
Slyguy3129
Stowaway
 
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Quote:
Originally Posted by Sniper297 View Post
Couple old threads on that;

http://www.subsim.com/radioroom/showthread.php?t=211380

Post #6 in this one Aanker got something close to realistic by using hacked supercrewman;

http://www.subsim.com/radioroom/show....php?p=2539251

I have my SARGO class (the one I actually play careers with) set for;

Submerged
miles = 60
knots = 4

I forget the actual test numbers, but recharge is a realistic 4-8 hours, and who stays submerged for 24 hours in a game anyway?
I use the Sam Dealy USS HARDER method unless there are an unreasonable number of escorts, fire down the throat at close range, blow up all the destroyers and there's no depth charges to evade anyway.
I wonder if that is the fix FotRSU uses? There is a special officer I can't lose that fixes "really long recharge times" according to the tooltip.

That is a shame if we can only get so many miles. I was going to use endurance to give a slight since of progression in the more advanced subs...
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