02-23-15, 01:59 AM
|
#7
|
Silent Hunter 
Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
|
Quote:
Originally Posted by HertogJan
Regarding the submerged range, if you got subs to go the range shown in the .sim file that would be a major improvement, Co2 will come into play more. 
|
Yes, it does. This is a big improvement, if you patrol submerged much. Before, I might submerge (in a S-class) for 12 hrs. at 1.5 or 2 knots, and still barely be able to recharge the batteries that night. Now, I can run submerged at 3 or 3.5 kn. and easily recharge the batteries in a few hours. It is much better.
Quote:
Originally Posted by pdiddy
Concerning drafts, seems we often go for the keel shot which is fun and the way the game is set up is conducive to it.
|
Not sure about that. I don't think the merchants in RFB have defined keel zones that can be hit; meaning keel shots would be a waste of time. It has always struck me as being unrealistic anyway.
Most of the time, 1 or 2 torps will sink a merchant. Maybe it is different with TMO and other mods.
It's good that you're reading O'Kane; very worthwhile "training". 
I've started reading Blair's history of the Atlantic U-boat campaign. It seems the Germans had as much trouble with their torpedoes as the USN had. Very interesting.
|
|
|