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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Commodore
![]() Join Date: May 2007
Location: Sneek, The Netherlands
Posts: 635
Downloads: 43
Uploads: 0
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Hey guys I got some questions again.
I'm happilly cruising on my 2nd patrol after a verry "succesfull" 1st patrol; no renown after sinking a large freighter ... Sigh. As it is my 1st career in GWX and never had that bug b4 in stock version. Luckily I had to redo the realism settings anyway so no big loss. I'm cruising in my type VIIB to my patrol grid (AN19) and I came across a lightship. Question: what is smartest approach? 1. Easy tonnage. dive approach 90°AoB and put a fish right under the smokestack. 2. Target practice. use the 88 on the lightship. 3. plot a course around the ship or go submerged past it, the ship isn't worth it. 4. Simply ignore it and set TC to max. I chose 4 and soon after I had 2 DD's searching for me. Was this bad luck or is the lightship equipped with the latest mobile-phone technology? After I dodged them I continued my trip just above scapa-flow I track a medium speed merchant, only by hydro-phones. Am sailing on the surface but with the 15m/s wind my hydro-phone man can track a ship. I get to a medium distance (so a max range of 3km) I lost the contact by then, went to periscope depth me and the hydro-man couldn't find the contact again. Is this a glitch or do ships "get lost" sometimes after a set period of time? With no other things happening I reach my patrol-grid.. I patrol .. still patrolling.. me being 1 week at the grid and nothing, no ships not even any contact report. So I think lets go and see if any ship want to go to England. As soon as I left the grid I get a report.. I track it. Busy with the solution.. I faul up and a result I dive to late, cause the tramp steamer starts to make evasive turns. So I wasted 2 fish and only hit with a 3th one. It's a game so I don't mind fish are cheap.. After I watch the boat sink (nice view though.. it rolled over). Found some other small boats.. (around 2k tonnes), went on return trip with only 2 fish left. North of scapa-flow I found a Large Freighter 10k+ WOHOOO hmm but wait I got only 2 fish left, in one of my "test" games I once needed 8 fish to down 1. Hmm 8 > 2 that might be a problem. Who cares FIRE... I hit it just under the front mast. Waited and saw the ship slowly sink. So I decided to save the last fish for another target. During the attack I was thinking of using magnetic pistol, is it possible to sink a ship with 1 fish on magnetic pistol? About the same lines: is there a list with weak spots for GWX? I read somewhere there is a help function in the recognition manual in GWX, or is that a specific MOD. What is, rangewise, the most economical speed, submerged and on the surface? I ask this cause in my last patrol I came back into the 25km zone on my electric engines. If possible I don't want that to happen again. Last but not least, I have problems finding the range of a target using the scope. I can plot the track of a ship good enough to make a solution, but I tend to be a little "scared" (don't know the proper English word) I made a mistake therefore I like to double check myself. I know there is a way of determine range using the lines on the scope, my question is: How?? |
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#2 |
Seasoned Skipper
![]() Join Date: Apr 2007
Location: San Francisco, CA
Posts: 651
Downloads: 36
Uploads: 0
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Guten Tag und Herzlich Wilkommen, looney,
To answer a few of your questions briefly: I've read that if you modify your boat ("buying" upgrades with renown) before the first patrol, you might not get the renown for that patrol. Better to wait until you return to base. The Sonarman seems to be going deaf -- maybe from hearing too many wabo explosions. When he says he lost contact, check the hydrophones yourself. It is also important to lower your speed -- you'll both hear better! The magnetic pistol can give you a 1-shot kill, under good conditions: calm seas, depth set 1 m under target's keel. But you did not mention the year of your campaign -- this can make a big difference in torpedo performance. As for best aiming points on the ship, someone else can tell you more. In general, under & just behind the smokestack is always good -- even if you only kill the engines, your gun crew can practice later (have them shoot at the waterline, always). Re fuel consumption: I go at 1/3 (Langsamefahrt) almost all the time on the surface. No more fuel worries. Submerged, it's Slow (Kleinefahrt) to make the batteries last all day and to hear better. Well, back to work. Mach's gut!
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![]() Dietrich Schöneboom, U-431 "Es wird klappen, Herr Kaleun. Ganz sicher." Last edited by Schöneboom; 06-29-07 at 02:41 PM. |
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#3 | |
Planesman
![]() Join Date: Jun 2007
Location: Niedersachsen, Germany
Posts: 186
Downloads: 12
Uploads: 0
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1. The SH3 Community Manual, select the 'Ships Weak Spots' sub-topic: http://www.mysh3.info/shiii/index.php/Main_Page 2. Jimbuna's GWX Download page, download the 'shipchart.pdf' file: http://hosted.filefront.com/jimbuna/ Hope this helps you a little. ![]() Happy hunting! ![]() .
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"I cannot but conclude the bulk of your natives to be the most pernicious race of little odious vermin that nature ever suffered to crawl upon the surface of the earth." ------------------------------- Jonathan Swift, Gulliver's Travels (1726) |
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#4 | ||
Chief of the Boat
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#5 |
Ace of the Deep
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,050
Downloads: 3
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as to lightships....historically I think they were turned off as soon as the war started, they're easy navigational beacons, not just for friendlies but for enemies too. doesn't pay to make it easier on the enemy.
If this was a british lightship I'd have deckgunned it to shreds (weather permitting of course) if you're in a type II or weather is bad, sneak past and leave it there, nice beacon for your buddies in the other Uboats, and for the luftwaffe too and not worth the eel tonnage-wise save the torpedoes for Battleships ![]() ![]() |
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#6 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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Not all lightships were turned off
Indeed the British kept a few going to aid convoy navigation And by the same reasoning they helped the uboats too |
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#7 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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Not all lightships were turned off
Indeed the British kept a few going to aid convoy navigation Same with the US And by the same reasoning they helped the uboats too None were ever sunk by uboats http://www.uscg.mil/hq/g-cp/history/...ion_Index.html gives a list of US lightships with dates for each area The Uk ones are a lot harder to pinpoint but http://www.feuerschiffseite.de/u-englgb.htm gives some info Dutch ones here too http://www.lichtschepen.com/productssimple13.html |
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