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Deep is great when you got deep water,but sometimes you just don't have it.
At the momment most of the Capatains here are in the atlantic,but if your lucky and survive,and get transfered to somewhere where it's not that deep (and there are places like that)start praying,but that's in 44 anyway. |
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That's a new career. Patrol 1. Okt 1939. Sank nothing. :huh::rotfl: |
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The key thing is to get into position, unseen and unspotted, before they reach you. If you try chasing after them you're virtually doomed to fail. So, let's take one example: you've gotten a contact report (I'll cover running across one later, when it happens again for me :p ) http://i96.photobucket.com/albums/l1...ntercept_1.jpg To plot an intercept first you have to try determining the convoy's future path (this isn't foolproof, as convoys can, and will, make course changes as they travel). I use the ruler line and, starting at the middle of the convoy mark out a line colinear with the convoy's 'trail'. The length at this point is not important; just make it rather long to start. If you need aid in drawing a straight line, use the compass and click the center at the back of the convoy 'tail' and draw the radius directly over the convoy tail outwards. The final length of the convoy path requires tweaking, and is determined by how far you have to travel. Making it 25km long is no good if you're 300km away. Here's an example of how to determine the right distance: if the convoy is traveling 7kt, and you make the estimate length 75km long, if your distance to get there is 150km or less you're ok (since flank speed is faster than 14kt). You want to arrange it so you get in location no less than 18km in front (and once radar comes into play, that changes drastically!) to keep from being visually spotted. I normally shoot for 30km out, to give me time to make hydrophone checks as they advance to forewarn me if they've made a course change out of my line of sight. Once you've decided on the length/convoy travel distance, mark two circles: one at the start and one at the end, each the same size. These are your line-of-sight warning areas. In clear daylight make them 18km. In rough weather maybe 12 - 14 km. At night, with no moon, you might get away with 8km. Bigger is better, you can't go wrong that way. http://i96.photobucket.com/albums/l1...ntercept_1.jpg http://i96.photobucket.com/albums/l1...ntercept_2.jpg Once you've determined the line-of-sight area at the end point, you can plot your course. By plotting your course so that your final, pre-intercept turn is tangent to the line-of-sight circle you're doing your best to prevent the convoy's lookouts from spotting you as you race ahead to the ambush. Your next course change is directly to the center of the last line-of-sight circle. How far you go in before your final turn is dependant on several things: weather, time of day, the escort size . . . your nerve. ;) I'll draw a second circle at the convoy path line end, its size the distance away from the convoy center I wish to be. That's normally been 2.000 - 3.000 meters out. Keep in mind that you've marked the convoy's path, and that path is for the middle of the convoy. If it's four lanes wide, each 1km apart, the outer lanes will be 1.500 meters to each side of that path . . . and the escorts range even further outwards. http://i96.photobucket.com/albums/l1...ntercept_4.jpg Once I reach that second circle I make my final pre-attack positioning. In this instance I turned to face back along the convoy path. I wish I could have done a better pictoral job here, but hopefully this'll help give you one idea how to catch a convoy. :) |
Something that helped me when I started.
Instead of try to get the convoy itself, I watched it's path. Then moved in behind it because another one WILL be coming down the pike sooner or later! Now you are already setup and should have no problem with your intercept! |
Is it possible to create a mod " avoiding DD 101 " to add to the academy?
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I was thinking about making a post illustrating how sonar and detection works (with pictures) for those that didnt read the manual. I just have to add, everytime a thread like this comes up, i get giddy. :88) |
How do you add those rulers on the map showing you the distance and knots?.
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Once you are on the convoy's path: you wait quietly and let it come to you. It is scary. Check my website to see how to attack a convoy. Best of luck :up: |
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Frank :cool: |
i think those AI gots night vision Ja ?
from 8000 mtrs and at night he changed course to come after me in the IRISH SEE. DIRTY BUGGERS http://img.photobucket.com/albums/v7...c-Stroh-05.jpg |
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My TGW1.1 which took me months of sensor tweaking was harder than GWX. I had to submerge in the darn pen after D-Day to leave and return submerged. I was hounded everywhere and was a nervous wreck nearly constantly.
Lord it was great! GWX is easier and I actually managed to complete a 1943 career to the end of the war and it was hell. My point? IMO, nearly every post that slams GWX as being too hard is simply people needing to be a better Kaleun. No, I won't go back to that tougher TGW1.1, I will simply tweak this wonderful GWX to be harder as I scratch my head reading about the "Girly Men" asking to make live easy. Life was not easy for the U-Boats and even the "Happy Times" were harder than most naval service in any country. No offense, it ain't GWX it is you! A little tough love, nothing more. Suck it up and start working on what you need to do to survive and kill the English and not assume a detuned GWX is what is required. Maybe someone can detune GWX and call it the Grey-Pansies-X! Not trying to be too hard merely suggesting if you think it is too hard you need to be asking what you can do to improve your tactics and not diminish this good as it is if anything it should be harder, best thing that has happened ever to any sub sim add on to date. (The GWX guys are trying to be nice. I don't have to!):rotfl: :rotfl: :rotfl: Wulfmann |
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