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-   -   Jettison Debris (https://www.subsim.com/radioroom/showthread.php?t=202643)

danzig70 03-03-13 10:24 AM

Thanks for the tip, I'll check it out.

spurlash 03-03-13 01:23 PM

Debris
 
Shipmates,
I had this thought soon after starting a campaign in 1940, (before the issue/invention of decoys that worked on an audible premise).
It would be cool as a last resort, throw of the dice sort of thing, to see if visible floating debris could put a hunter off the scent, and determine weather we die or we live to fight again. We have floating debris now with most sinking's, so I think it's feasible. Making it happen however is another matter, and I'm afraid way beyond MY capabilities.
Cheers for the response,
Spurlash.

TorpX 03-03-13 02:24 PM

Quote:

Originally Posted by Sailor Steve (Post 2018950)
Yep. That episode was ripped directly from the movie The Enemy Below. Highly recommended.

It reminded me of this too (The Enemy Below, not the Star Trek episode). I forget the details, but in the movie, didn't the U-boat release oil to interfere with the DD's sonar?

HW3 03-03-13 02:39 PM

Oil release was another trick used to make the DD's think they had sunk the u-boat. Bold was used to create an underwater cloud of bubbles to give false echo's to the DD's Asdic.

:subsim:

Madox58 03-03-13 08:05 PM

Maybe, if you did a custom torpedo thing you could get a passable debris thing working.

It would take alot of work in differnet areas to get something that woud give you the visuals along with MAYBE actually messing with surface units.

FUBAR295 03-03-13 11:19 PM

Quote:

Originally Posted by danzig70 (Post 2018913)
It reminds me of an episode of star trek with a cloaked Romulan ship being hunted by the Enterprise.

The episode was titled "Balance of Terror".

Mork_417 03-05-13 03:38 AM

Quote:

Originally Posted by Sailor Steve (Post 2018575)
It was also in Silent Hunter 1. The good news there was that it could work, but didn't always.


Yeah, I used it way too often. :haha:


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