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Why have 2 periscopes?
Not really a SH3 question, but someone might know. What was the point of separate observation and attack periscopes? Not only does it use space in already cramped conditions and valuable resources to make and fit, but it seems that except for a difference in magnification power they both do the same job.
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The observation periscope has a large head, which lets in a lot of light and is able to see further, as well as crank up to nearly 90 degrees to watch for aircraft. The bad part is that head is easy to sea, and leaves a large wake behind it which makes it even easier to spot.
The attack periscope is much more limited, but has a much smaller head, which makes it harder to see when the actual attack is being conducted. Also, redundancy is always a good thing. |
I see, thanks for the answer :salute:
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is this concept of easier for them to see or harder for them to see simulated in GWX?
seems like i should know that |
I don't think SH3 allows for that.
On the other hand, this is the first subsim to actually have both periscopes, so it's a start. |
I always use the attack periscope because of the x10...You are actually saying that with the observation periscope you can see further?
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Ahh nice that actually having 2 scopes is modeled in SHIII. However they semed to have reversed the funtions lol.. the attack parascope has a x10 zoom, the observation only x4.5 zoom.
On this topic, what orders of magnification did uboat periscopes actually have? Thought I read that it was less than x10. Also, I read somewhere that a sub couldnt go more than 5 knots with the perisope up and have it be usable due to vibration. Is that true? |
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* Also, we need a redundant periscope if they don't do their job of slashing destroyers open (this can happen, and they sink like stones... not exactly realistic but amusing) |
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http://www.subsim.com/radioroom/down...o=file&id=1519 Quote:
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I found that ahead slow is your best bet. Not only would the periscope be unusable in real life, but the wake would be very visible at speeds above that.
Plus, going above ahead slow underwater is a good way for an escort to home in on your position. |
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Greets, |
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try h.sie's Realistic Repair and Flooding Times Mod.
It makes the Persicope useless above 4 knots and many other nice things. http://www.subsim.com/radioroom/showthread.php?t=174225 btw. can anyone provide me with screenshots or the discussion thread for hitmans optics? Cant find it in the mod section, want to take a look at it before i install it. |
That Repair and flooding times mod looks awesome, anyone know if it plays nice with GWX3?
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