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Questions from the noob...
Ok, a couple of questions from the noob...
1) Noisemakers/decoys - Just wanted to check to be sure I am using these correctly. Its basically a three step process by my understanding... go to flank speed - fire off decoy - execute quick 90 degree turn... then settle down after a short speed burst, correct? I wondered if these generally work better at one depth or another - any logic to use at shallow as opposed to deep... or vice-versa? Any personal tricks or hints for using decoys I might not be aware of? 2) Radar ghosts - Are radar ghosts a part of the game? On my way back to Port (at night) I had a single target marked as "ship, slow speed" which proved to be nowhere to be found as I got within 100+ yards of the target on my attack map and searched the surface (with free camera) to no avail... sure it was a dark night and all but unless it was someone in a very small bathtub I do not know how they avoided my search as the target showed no speed or course and for all appearances was stationary. Anyone else run into radar ghosts? 3) Purple Hearts (wounded in combat) - After completing my sortie I was presented with promotions and purple hearts (medals) to distribute... any hints or info on passing out promotions? And how the heck do you tell who was wounded during the patrol to give them a purple heart? I had no dead crew members (they would have been an obvious choice) and none who appeared to be wounded or recovered from injuries... what gives? Any info would be appreciated. 4) Image capture - What are the correct keys to start capturing a sequence - and to stop capturing a sequence? I must have accidently hit these keys and very quickly saved almost 4 Gb of BMP images... definitely need to know how to turn it off before I do it again. <G> Things the noob learned... 1) When refitting at a base make sure to check and load all tubes (if you were bone dry on torps) BEFORE you leave port as the refit just loads them on board and you will instantly be down 6 torpedos after you load the tubes if you don't check... 2) When on patrol in a certain area (within 100 nm radius) command will offer you targets outside your defined patrol radius (which will make you restart the 48 hour patrol period)... so be careful and use a marked ring on the chart for reference to stay within your boundaries. 3) Fighting aircraft is a bad idea no matter what the aircraft is... from first hand experience it seems to be more of a losing proposition than a winning one. Better to take it down than risk damage and/or death Thanks in advance and good hunting! Jim Akula4745 |
Akula,glad to see you are moving along in the game!
1)..I use them somewhat deep,just above the thermal layer,and as part of my evasion,in addition to the points you describe,I also duck under the layer. It helps. 2)... was the contact 'red' or 'grey'? if red,it happens alot,keep an eye on it as you attempt to close,if it appears not to be moving,forget it.it's not there. grey ones are radar contacts,and usually will be moving. 3)...Wounded crew members will appear red,in the crew management screen,UNTIL they are 'healed',so you will have to keep track on a piece of paper,that's what I do. As to promotions,I try to limit them. Promote those with the highest efficiancy and with the skills you want in their areas. Remember,when you promote a seaman to Petty Officer,you will have to select a specialty for him,keep this in mind. 4)....ctrl+f11 will give you one screenshot each time you use it. |
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And you can also get grey ones if you are surfaced with bad whether and fog and it will turn red when he gets close enough to identify by sight. So you need to be careful about shooting grey ones, depending where you are, they may not be the enemy. It is UFO. (Unidentified Floating Object) Pebody |
Thanks, Montana... I am loving it!
Weird thing about the ghost target is I was running on the surface (being night and all) so the contact was never lost... and it was a red contact BTW. <G> Oh well, live and learn! Akula4745 |
BUMP - Would love more input from the forum on decoys/noisemakers...
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True,however,as you said,some improvised 'decoys' were used. I can't remember which book it was,but the boat used a fuel can/drum punctured with holes and filled with something that gave off bubbles. I'll have to check my library. |
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Not in Thunder Below, I don't think. There were some extended conversations about decoys on Subsim about a year ago and I recall the answer we ended up with was no confirmed use of these decoys during the war.
I've never used them because of those discussions. |
i dont ever recall john wayne using them either :hmmm:
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I'm still looking,I KNOW I read it:cool:
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Do flares and chaff qualify? Oops, wait a minute...wrong sim...Morale Officer! Another drink please!:yeah:
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On Fluckey's last patrol, He had all kinds of stuff. Rocekts, MK27s and MK28s.
He also had Pillenwurfer bubblers/gassers and swim out beacons. He got caught in a tight spot and used them all at the same time to get away from 3 escorts in shallow water. The swim out beacons simulated sub noises. The decoys made so much noise that they blanked out the sonar. The story is on page 340 and 341 of Thunder Below. |
Well I was really interested more in differing technique than validity... but it is an interesting side note on these tools availability during the war. So am I to understand that most players do NOT use the decoys and noisemakers?
Thanks all. Akula4745 |
I've used them in SH3, but never in SH4 because it feels ahistorical and out of place with the theater. I believe the common procedure in SH3 is to drop a line of them at intervals to make a big sonar target and then depart the line at a right angle, but against multiple escorts I've never seen it work.
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yep, most tactics players use in the game are based on real tactics recorded used in the war and since they didnt have decoys untill the war was almost over they never had much time or oportunity to use them enough to develope standard tactics for them.
i cant disable it because the german side actually used decoys but i believe i will remove the decoys icon in GFO because as stated, its not very realistic to have them on fleet boats. |
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Oh tactics. Crashdive at flank. when you get to 40 meters and level drop a decoy and go hard to port or starboard 90 degrees(knuckle). When the turn is almost complete drop your speed to 1/3 and rig for silent running. Dive below the thermal layer when the turn is finished. Once below the layer crawl away at 2 knots. Try to keep your stern pointed to the closest escorts sonar contact. |
The thermal layer is your best friend,but I try not to be in need of that friend whenever possible.:cool:
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