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#1 |
Navy Dude
![]() Join Date: Mar 2006
Location: North of England
Posts: 173
Downloads: 68
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I am running a career in S-Boot Mod. Two patrols, I've come across an ASW trawler leading a freighter.
Both Times I've tried to sneak round the back to attack the freighter and avoid the trawler. First time, I hit the freighter, the trawler attacked and I ran, shooting the rear twin 3.7 myself. Despite almost emptying the shot lockers, I apparently had no hits. Although the freighter sank (I saw it) I was not given credit. Too far away? Second time I approached the stern of the Freighter (large) and gave it a salvo of two steamers at 9 metre depth from about 700 metres. 1 was a dud and disappeared, the other hit and woke up the trawler. It did some damage including wounding my watch officer, Johann Kuhn, who gallantly stayed at his post while we fought the trawler. I got in several hits and sank it. Two points: 1 Amongst the awards was a wound badge. When I awarded it to Johann, SHIII refused saying this officer was not wounded on last patrol! Liar! So I awarded it using SH3 Commander. Question: Why did SHIII refuse to award the wound badge? 2 I sank the second trawler because it was fairly close range. The first one was shot at during a faiirly long chase at 3-4 k distances. Question: what sort of range has the 3.7? It didn't seem to make any difference if I fired horizontally or allowing for dropping shells (anything up to 3 times the height of the trawler's masts. Welcome any suggestions ![]() |
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#2 |
Eternal Patrol
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Absolute maximum range was 8500 meters, but I wouldn't expect to hit anything outside of 1000 meters. That is, after all, more than half a mile. Accuracy is difficult with a machine gun at any range.
http://www.navweaps.com/Weapons/WNGER_37mm-83_skc30.htm As for the wound badge, if the victim is completely recovered when you reach port then the game says "He isn't wounded, is he?" Commander is much better for awarding anything.
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#3 |
Navy Dude
![]() Join Date: Mar 2006
Location: North of England
Posts: 173
Downloads: 68
Uploads: 0
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Thanks Steve.
Thinking about it, range would be short. Doesn't help that the crew won't shoot at ships with AA guns. I have to do it all myself. Makes it tricky to dodge while shooting! |
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#4 |
Eternal Patrol
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I try to not shoot the AA guns at ships, no matter how great the temptation. I know it was indeed historical to do so, but I waste too much ammunition missing on purpose just to watch the cool splashes in the water.
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“Never do anything you can't take back.” —Rocky Russo |
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#5 |
Engineer
![]() Join Date: May 2010
Location: Unknown
Posts: 202
Downloads: 87
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The only situation in where I were to use the AA guns is on those small search boats and planes.
I normaly ignore armed or unarmed trawlers, I just think it's a waste of ammunition. I don't know about any of you, but it's just how I think... "Happy Hunting..."
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#6 |
Bosun
![]() Join Date: May 2010
Posts: 69
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I sort of feel the same way -- did the Uboats attack many civilian targets from around 1000t and lower? Seems rather "unsportsmanlike"...
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#7 |
Navy Dude
![]() Join Date: Mar 2006
Location: North of England
Posts: 173
Downloads: 68
Uploads: 0
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I can agree about not using flak guns on ships normally but in this instance I am using the S-Boot mod. I have only 2 tubes and a total of 4 torpedos. I do have 2 20mm cannon and a 3.7 twin barrel cannon.
If the ship doesn't sink with 1 torpedo, I use the 3.7 with armour piercing rounds which usually gets the job done, eventually. Luckily I carry lots of ammo. Sadly, the crew won't fire these guns at ships only aircraft (of course) which means any shooting has to be done by me. Try running away from 3 destroyers, dodging and weaving, firing the guns, micro-managing the repairs service and keeping all your fingers crossed as well as rubbing the lucky rabbit's foot! ![]() |
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