That's quit a mods list but the only things that change game play are RFB and Webster's Ship Maneuvering Fix. Also you're playing v1.4 I'm using TMO in v1.5 but the basics are the same.
Patrolling and locating targets. It depends on what year you're playing.
Once you get to a patrol area, check the shipping lane map to find a likely spot in the shipping lane, a choke point or a port.
Patrol at 10 knots on the surface at all times unless a plane forces you down. Come back up as soon as you can. Air search radar is your best friend.
If you do not have radar, set up a scratched out Z pattern, each leg about one hour at 10 knots as you get near the end of each leg do a manual sonar sweep.
Go to the sonar station and click in the dial on the right, click on a bearing and the sonar will sweep to that point, just work your way around 45° at a time. When the green light comes on you have a contact. You can use the mouse wheel to zero in on the contact.
Turn your boat towards the contact bearing and close at high speed.
If you have map contacts on you will soon see a bearing line on the nav. map. If you do not have map contacts on I would suggest you turn them on for a time.
If you have radar set up a similar Z pattern but stretch it out more.
The contacts will show up on the nav map.
Use the three minute rule to get course and speed. Zoom in on the contact and you will see it jump every so often, 30 seconds for sonar, 20 sec. for radar. When it jumps start the clock and mark the position, wait 3 minutes and mark the new position. measure the distance between marks and that will give you speed. 100 yards = one knot, 500 ys. = 5 kt. and 1000 yd. =10 kt, etc. Do this 3 times and you will also get a very good course as well by drawing a line through all the marks.
More to follow Magic
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Reported lost 11 Feb. 1942
Signature by depthtok33l
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