- Flags wave even underwater in a normal manner
- Sub is equipped with invulnerable and invisible solar pannels & batt chargers
- Subs are equipped with high pecision sonar that allows them to track rubber boats
- Crew can't tell the difference between a merchant and a crashed pilot
- Seaplanes trying to land near a tender explode upon contact with the water
- Collision model is stupid: unless a DD intentionally tries to ram you, any kind of ship-to-sub collision will result in no damage to either vessel. Even if a DD is trying to ram you, the only part that will damage YOUR sub is his bow. If your sub even screatches his keel, he'll take massive damage and you'll end up - worst case - with a few scratches on the guns. There is one (other) exception, and that is doing stupid things like running@flank halfway up a semi-sunk vessel then trying to crash dive. Eventually the game realises the collision and applies fatal damage to all compartments.
- A DD can eat 8 Mk 10 torpedoes up his bow and still come flanking at 30 knots.
- Running silent @ 1 knot while submerged @ 165m (max depth on the deep depth dial) is more likely to get you killed due to DCing than running flank at 15m (3m above regular periscope level -- just enough so that surface ships don't shoot unless you peek with the scopes).
- If a ship is still considered destroyed but isn't yet sinking, other ships won't try to avoid it. This is most obvious when a DD is trying to chase you THROUGH a merchant's wreckage. That kind of collision results in the DD exploding, much like you trying to run your sub halfway up such a vessel.
|