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-   -   Under keel or into the ship... (https://www.subsim.com/radioroom/showthread.php?t=166112)

pickinthebanjo 03-27-10 02:48 PM

Just Hit A 2000ton merchant:
1 g7e under keel at 4600m, hit the port side about the middle of the ship
then I fired a g7 Steam, forgot to set to impact (blew up not 50' from the tube)
so I surfaced and nailed it with the 105

Jimbuna 03-27-10 02:57 PM

BE MORE AGGRESSIVE!! http://www.psionguild.org/forums/ima...ies/pirate.gif

Fader_Berg 03-27-10 03:19 PM

Quote:

Originally Posted by Sailor Steve (Post 1336618)
But they didn't know that until after the fact.:sunny:

Good point... I never thought of that.

Sailor Steve 03-27-10 05:18 PM

Quote:

Originally Posted by sharkbit (Post 1336640)
I've always had that niggling in the back of mind while playing SH3/4-hindsight is 20/20.

Our knowledge of WWII events may lead us to play somewhat unrealistically. We sometimes put ourselves in a position to take advantage of our knowledge-be it historic events or knowledge of different tactics/equipment issues.

I'm the weird one, I guess. When I got the historical message ordering U-29 to the area off Iceland, I went and stayed there for two weeks, even though I was pretty sure I would see nothing. One patrol report I filed complained of seeing no traffic at all, and another player told me where to find the good targets. I had to explain to him that I stay in my assigned grid for a month, whether I see anything or not, then move to another grid and stay there until my fuel dictates a return home.

I guess I played SH1 so much that the thrill of the kill is the least intriguing thing for me these days.

Quote:

EXAMPLE-I was patrolling near Norway in April 1940. I worked my way up to Narvik because I knew what would take place there. I rationalized with the idea that Bdu ordered me there during the operation. Of course I knew the Warspite would be cruising thru there eventually.
That's a rationale I can understand. After all, it's reasonable that they would order a couple of boats to be in the area.

sharkbit 03-27-10 11:39 PM

Quote:

Originally Posted by Sailor Steve (Post 1336986)
I'm the weird one, I guess. When I got the historical message ordering U-29 to the area off Iceland, I went and stayed there for two weeks, even though I was pretty sure I would see nothing. One patrol report I filed complained of seeing no traffic at all, and another player told me where to find the good targets. I had to explain to him that I stay in my assigned grid for a month, whether I see anything or not, then move to another grid and stay there until my fuel dictates a return home.


No 100k+ patrols for you huh?
I'll bet your tonnage totals are a lot more in line with real life patrols.

Your way is probably a lot more realistic than how many others play(including myself). Real life commanders had a certain amount of freedom but Bdu controlled the boats with a pretty tight leash for the most part.

I freelance to a point-I patrol my area for 24 hours and head to another patrol area fairly close. No freelancing to the other side of the Atlantic though.
I just added WB's Mid-patrol Mission Orders that gives you a new patrol area after sending in a status report, but I've yet to get to that point yet in my current patrol. That should alleviate some of my freelancing. :up:

I'm curious how SH5's campaign handles it.
I haven't read enough of the SH5 forums to really find out, but from what I've read, it seems the campaign is somewhat scripted and you follow "orders". I may be wrong though.

My apologies to the OP for any hijacking of the thread going on. :hijacked:

:)

sergei 03-28-10 05:22 AM

Quote:

Originally Posted by sharkbit (Post 1337352)
I freelance to a point-I patrol my area for 24 hours and head to another patrol area fairly close. No freelancing to the other side of the Atlantic though.

I have started doing something similar.
I stay in my assigned grid ref for 2 or 3 days.
If I have not spotted any targets by then I assume that BDU would have started moving me around. So I then consider the 4 boxes directly adjacent to me, plus my original, to be my new AO.
Gives me a bit of freedom to decide where would be best to patrol, without me just deciding to head for a known hotspot.

Also my apologies to the OP for my thread hijacking.

pickinthebanjo 03-28-10 11:58 AM

Just hit a Black swan class destroyer with a keel shot. Set depth to shallow, torpedo skimmed the hull untill it blew up in their prop. Sunk

Hit a large cargo with an impact shot. Must have had ammunition or fuel aboard, made a nice bang

desirableroasted 03-30-10 02:11 PM

So... is the game reality (I run GWX 3.0) that the magnetic torps do NOT suffer the tirgger problems? And that no eels suffer the depth-keeping problems alluded to in the game?

Because I have been sailing around for 3 years assuming mag shots wouldn't work until after Norway and that I needed to enter an artificially shallow depth. :damn:

maillemaker 03-30-10 02:28 PM

I have used magnetics from 1939 on for some shots.

I don't think the game models their flaws as bad as they seem to have been in real life.

In-game, the magnetics seem to prematurely detonate, especially in rough seas. But it seems this only happens on long range shots. That is, the longer they are running the more chance they have of pre-detonating. If you shoot at 500m or less, I don't see many problems with the magnetics, even early into the war.

pickinthebanjo 03-30-10 06:59 PM

Quote:

Originally Posted by maillemaker (Post 1341087)
If you shoot at 500m or less, I don't see many problems with the magnetics, even early into the war.

I had one explode around 50m outside the tube I launched it from. (that was on a 400m shot)


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