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Ive been doing a lot of research and the sonar, both active and passive in the game are far over the mark for their real life range. I wish I could increase the visual range to about 30km. :) I have done this so far with the 16x visual mod. Increasing their range while reducing their accuracy. For Sonar and Hydro im using real numbers, but Radar at the moment is still about 50% of what it could be. visual range x2 hydro range x3 Radar range x4 Sonar range: Active x0.75 Passive x040 (Even that is higher than it apparently was during war time) At the moment I have left most weapons at the stock ranges, as they are fairly accurate, and the big guns are now only limited to the visual range of the horizon. |
Destroyers seem to can do everything you can do.
- they have far more speed, - they always have more manouverability. - they can always hit you, - they have more armour, unless you can launch a torpedo, (your deckgun is useless) there is only one point they can't: DIVE. just DIVE. make sharp turns at the right moment and dive deep. they always come with convoys. and unless you take your realism to -50% they will never manage to get THROUGH a merchant. so dive under merchants. this is for several reasons: 1) the engines of the merchant will cover your own engines, the destoyers hydrophones will be useless. 2) destroyers can't get through a merchant, so depht charges will be less accurate since they won't destroy their own merchants. 3) you can escape by going excatly the right way. when a destroyer is on the right side of the merchant, you should escape at the left side, and make sure you are under the merchant till you passed him. then make the turn. the destroyer will stop and wait for the merchant to pass by. and then speed up to flank and try to ran him out or hide somewhere at the seabottom Good Luck! |
heh, I've done that. I unloaded all 4 tubes, aiming for engine hits on 3 boats and scored on 2, disabling them. Then, to give my boys time to load, sneak under a merchant and follow underneath it for an hour or so. Tense times, keeping the heading proper and still avoiding the DDs while following a zigzag merchant. I can only wonder what those merchant marines would think when they look over the side and see a periscope. Good thing they don't have grenades!
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A homing torp takes care of them without a problem!
:arrgh!: :arrgh!: :arrgh!: :arrgh!: |
Any hints on how to hit a DD that is circling around you with a single torpedo (non homing)? :shifty:
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I'm still in late 1939 in my most played campaign so I have no homing torpedos. I have a campaign set for Decemeber 1943, but it's for my Wolves at War patrols. EDIT: ALWAYS check your recognition manual when you're preparing to fire upon a destroyer (if you're using assisted targeting sometimes you may be tempted to not check it for depth information). Destroyers have very shallow drafts, a lot of them higher than what your eels are normally set at. I'm sure you check and change their running depth regularly, but it's just a reminder as I've forgotten to do this in critical times and missed because of it. DD's should only take one eel, regardles if you use an impact or magnetic pistol. |
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