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Old 06-29-13, 09:56 PM   #676
BigWalleye
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The Navigator has a command "Report range at current speed" which does just what it says. (I don't recall where this command is located, as I always use voice command, but it shouldn't be too hard to find.) Experiment with various speed settings during transition to your patrol area. Always allow time for the speed to settle after you change settings, as the Nav will only give you the range at current instantaneous speed, not the speed requested. Make sure you are in fairly calm seas. Then make a rough estimate of the distance from your patrol area to the refueling base you plan to use. R/L, RTB (at most efficient speed) + 10% (of total fuel range) is considered "Bingo", the point at which all offensive action should cease and the vessel should return home. Keep querying the Nav about range remaining so you know your operational flexibility, and adjust your plans if bad weather increases your fuel consumption. Always consider your fuel status when making tactical/operational plans.
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Old 06-30-13, 10:32 AM   #677
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Quote:
Originally Posted by raymond6751 View Post
Good stuff, Gunslinger
The question is whether sea state (high waves & wind) would play in that long range calculation. I bet it does! You also want to check if your speed is in nautical miles or km because the map is in km.

Roughly there are two nm per km.

I would never expect my math to be dead on after a long distance run, since weather should never be the same that long.

Time for trials, huh? This is the stuff I do when going out and returning home. No sense testing things under fire!!!

Very good point, I didn't take varying weather into consideration, but I'd be willing to bet it'll have a huge effect, especially strong wind. I'll have to do a couple very long range tests in different weather conditions to get a better idea of how much the high seas, and strong wind effect range.

Thanks Raymond6751 for the heads up about the weather, this sim is so realistic, sometimes I forget that the environment has such drastic effects.

Happy Hunting friends!!
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Old 07-05-13, 07:08 AM   #678
DieReeperbahn
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Quote:
Originally Posted by raymond6751 View Post
Good stuff, Gunslinger
The question is whether sea state (high waves & wind) would play in that long range calculation. I bet it does! You also want to check if your speed is in nautical miles or km because the map is in km.

Roughly there are two nm per km.

I would never expect my math to be dead on after a long distance run, since weather should never be the same that long.

Time for trials, huh? This is the stuff I do when going out and returning home. No sense testing things under fire!!!

1.85km - 1nm
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Old 07-30-13, 03:18 PM   #679
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Quote:
Originally Posted by BigWalleye View Post
The Navigator has a command "Report range at current speed" which does just what it says. (I don't recall where this command is located, as I always use voice command, but it shouldn't be too hard to find.) Experiment with various speed settings during transition to your patrol area. Always allow time for the speed to settle after you change settings, as the Nav will only give you the range at current instantaneous speed, not the speed requested. Make sure you are in fairly calm seas. Then make a rough estimate of the distance from your patrol area to the refueling base you plan to use. R/L, RTB (at most efficient speed) + 10% (of total fuel range) is considered "Bingo", the point at which all offensive action should cease and the vessel should return home. Keep querying the Nav about range remaining so you know your operational flexibility, and adjust your plans if bad weather increases your fuel consumption. Always consider your fuel status when making tactical/operational plans.
could we not have mod to tel herr peltz to clutch the diesel to the generator to increase das boots range?
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Old 07-30-13, 03:22 PM   #680
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Originally Posted by volodya61 View Post
Death is death, and it absolutely doesn't matter for what reason
water pressure of course gives you a moment to think 'aboot' it! how does on e type an oomlout any way?
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Old 09-16-13, 06:09 PM   #681
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46 pages of cracking advice and tips.

Thanks everyone
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Old 09-24-13, 04:07 PM   #682
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Hi Guys
Here is a useful mod that increases the number of torp types available over the 2 in the stock game Check out Nauticalwolf's Torpedo Textures' and follow the links. The mod is available in 2 colours brown and grey.
Choose your torp load in the bunker and untick autoloading. When reloading you can choose your torp type and tube.
You need to untick autoloading each time you load the game.

If you are newbie don't disregard the electric torp as this can be useful for penetrating a target that is surrounded by a destroyer screen. As it is wakeless there is less chance of it being spotted and the target altering course. Although slower than the T I G7a the T III G7e has a very good range and will give you added time to turn and go deep.
Happy hunting
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Old 09-24-13, 04:35 PM   #683
Mikemike47
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Quote:
Originally Posted by BigWalleye View Post
The Navigator has a command "Report range at current speed" which does just what it says. (I don't recall where this command is located, as I always use voice command, but it shouldn't be too hard to find.)
I use voice recognition with shoot. I have seen others use more complicated programs. Haven't had a problem with shoot for SH3 to SH5 and the battlefield series.

Report range at current speed is:
data\cfg\commands.cfg
[Cmd257]
Name=Report_time_to_turn
Contexts=1
MnID=0x3F250002
Key0=0x47,s,"SHIFT + G" - my entry in for shoot

Last edited by Mikemike47; 09-24-13 at 10:53 PM.
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Old 11-25-13, 05:57 AM   #684
donw
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Default Deck gun manning

I have read a cpl posts that say click the icon in the upper left corner to man the deck-gun.. but Im not seeing it?
Lets start from the beginning..
I am on the bridge.. I press F5 to man the deck-gun.. I see 2 sailors appear on the gun, and if a target is selected they open fire..
How exactly do I go from here, to man the gun myself?
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Old 11-25-13, 11:58 AM   #685
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Quote:
Originally Posted by donw View Post
How exactly do I go from here, to man the gun myself?
My pleasure Herr Kaleun as I regard the Uboot as a gun ship with augmentation eels! Walk to the ladder on either side of the con and proceed down to the deck and then forward to the gun: click on the gun (gun crew appears)and then on the upper left hand binocular function when ready for a scope view of the target where you will also find your ammo preference (AP or HE). Use the mouse wheel for barrel elevation. When using the gun yourself, do NOT use F5 as AI gunners will continue firing at anything else and waste unintended ammo after you exit the station; Use 'SHIFT- U' to return to the bridge W/O having to use the ladder...very useful and time saving when an escort has the range on you and is closing fast! It helps to promote the gunner efficiency guy early on in the career so that reloads are faster when you are doing the shooting. I do all my own gunnery and only one eel per ship with gunnery to finish off cripples.
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Old 11-25-13, 09:33 PM   #686
donw
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SWEEEEET!!!
Thank you Herr Aktungbby! Had no idea you could come off the tower!
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Old 12-10-13, 08:33 PM   #687
Gethinceri
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Default U-46

A great read, Raoul, thank you.
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Old 12-12-13, 12:06 PM   #688
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And a proper welcome to you Gethinceri every two years or so!
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Old 12-20-13, 08:07 AM   #689
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Question How long does it take for a ship to sink with 1 torpedo.
Answer if you use the mod " one ship one torpedo V1.00" straight away, you will get the kill, but the ship will take time to go under.
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Old 12-20-13, 08:45 AM   #690
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Use the mod " Change days in the Bunker" to reduce the standard 14 days down to your choice.
This can be useful if your current mission is over running so when you start your next mission you will not lose so many days. i.e. default 14 your choice 3 you get back 11 days, as you have only advanced 3 days.
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