View Full Version : Schnorchel and air attacks
Even using the schnorchel, air attacks are continual, and i wonder if that is very historic (i use mod airpower 1.4)
Read the rapport, page 335:
http://www.uboatarchive.net/BDUKTB30348.htm
PS: this rapport must be a bible and a reference for all serious "modders"
Captain Nemo
10-20-06, 07:16 AM
The British made significant advances with radar during WWII. I am currently reading the Clay Blair books "Hitlers U-Boat War" and it mentions that during the early stages of the war the British developed radar that could detect a submerged u-boat using it's periscope at a maximum range of approximately 7 miles. Presumably this would equally apply to u-boats deploying their schnorchel. So in theory planes using this improved radar could detect and attack submerged u-boats with some degree of regularity.
Nemo
Yes, thank you, perhaps also the "turnover" of these air attacks is too close (in the mod i use: airpower)
fire-fox
10-20-06, 09:33 AM
hi, are you useing any mods (GW/NYGM). also if you go slitly deeper ~14 - 15m that the standed snorakel deapth, in good weather there is less metal for the radar to hit above the water. eg go as deep as you can (a metar at a time) till you get to a depth that you deasil's cut out (verys with the wether) and then go for a deapth of about one or two metor's shallower.
Syxx_Killer
10-20-06, 09:44 AM
About a year or so ago I tested each U-boat to see how deep I could go and still be able to breath. I used the Scapa Flow mission as a test bed. That mission had 4m/s winds. Here are my results:
Type VIIB/C – 12m
Type IXB/C – 14m
Type IXD2 – 15m
Type XXI – 16.5
You can also edit each cfg file for the respective U-boat mentioned and make it so that you can go to that depth when you press the snorkel depth button.
CptGrayWolf
10-20-06, 04:09 PM
There is a mod called 'Sensors' that fixes the schnorkel.
The author of the mod says that the schnorkel was being spotted at unrealistic distances, so he fixed it.
This mod also fixes DD 'super' sonar lock, depth charge blast radius and the u-boat radar detector. :up:
There is a mod called 'Sensors' that fixes the schnorkel.
The author of the mod says that the schnorkel was being spotted at unrealistic distances, so he fixed it.
This mod also fixes DD 'super' sonar lock, depth charge blast radius and the u-boat radar detector. :up:
Many thanks:
SensorPak.zip (http://mpgweb.de/downloads/index.php?act=view&id=548)
Albrecht Von Hesse
10-20-06, 05:17 PM
There is a mod called 'Sensors' that fixes the schnorkel.
The author of the mod says that the schnorkel was being spotted at unrealistic distances, so he fixed it.
This mod also fixes DD 'super' sonar lock, depth charge blast radius and the u-boat radar detector. :up:
What effect does this have with GW1.1a and NYGM?
CptGrayWolf
10-21-06, 09:58 AM
What effect does this have with GW1.1a and NYGM?
I'm not sure how it affects the 'Super Mods', one of the creators would have to answer that one.
But these are very specific files, so I'm guessing it's safe.
Hartmann
10-21-06, 02:19 PM
There is a mod called 'Sensors' that fixes the schnorkel.
The author of the mod says that the schnorkel was being spotted at unrealistic distances, so he fixed it.
This mod also fixes DD 'super' sonar lock, depth charge blast radius and the u-boat radar detector. :up:
I think that the snorkel size was too big, so it was like a magnet for planes :damn:
this SensorPak.zip (http://mpgweb.de/downloads/index.php?act=view&id=548) mod fix this bug of the game
could be interesting know if the big mods, GW and NYGM has this fix included.
in the late war, a boat without snorkel is a sitting duck for antisubmarine units
Heffalump
10-21-06, 03:38 PM
I run with the snorkel up only at night and have never been spotted by planes. Keep under during the day.
This, so I've read, was also the wartime tactic.
Hartmann
10-21-06, 04:31 PM
is logical because could be a lot difficult spot a dark tube ot of the water in the dark night.
2 questions:
As you see and as you know, the snorkel wave's is not in the correct position; is there a fix for that ?
Then, how get off the orange mark ?
Thank you
[quote=Pascal]2 questions:
As you see and as you know, the snorkel wave's is not in the correct position; is there a fix for that ?
Then, how get off the orange mark ?
Thank you[/quhttp://perso.orange.fr/Ermitage-France/4.jpgote]
VonHelsching
10-22-06, 01:42 AM
There is a mod called 'Sensors' that fixes the schnorkel.
The author of the mod says that the schnorkel was being spotted at unrealistic distances, so he fixed it.
This mod also fixes DD 'super' sonar lock, depth charge blast radius and the u-boat radar detector. :up:
What effect does this have with GW1.1a and NYGM?
GW 1.1a has already implemented and tweaked all sensors updates. Installing the old sensor pack, might actually ruin some features.
the snorkel WAKE (and not wave's) is not in the correct position
VonHelsching
10-22-06, 08:08 AM
the snorkel WAKE (and not wave's) is not in the correct position
Try getting GW1.1a (click on my sig). All those relevant minor fixes are included, among many other things.
Additional download spaces at the first post of the following thread:
http://www.subsim.com/radioroom/showthread.php?t=94544
Von
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