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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ensign
![]() Join Date: Nov 2007
Posts: 225
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I was wondering what most here do when hunting. I read most subs would submerge during the day to evade airplanes and from being seen and at night surface and hunt, is this somewhat correct and i was wondering what are some of your tactics and thoughts on doing this. I think from now on I may submerge and listen for contacts and plot course to follow and when it reaches night surface to chase down, get in position and attack either on surface or if needed at depth, what are your opinions on this. Also is there enough O2 for being submerged for a whole day? Thanks guys.
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#2 |
Rear Admiral
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Depends.
If i want to conserve fuel, ill stay submerged during the day, and use as little of my battery as possible to safe fuel from recharging them. If aircover is heavy, ill stay submerged. If i detect a sound contact and get a plot on him, ill surface to intercept. If its early war before SJ radar, ill stay submerged because i can hear alot farther then i can see. Conversely, i can cover more area by running on the surface. At night, i almost NEVER submerge. |
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#3 | |
Canadian Wolf
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#4 |
Ensign
![]() Join Date: Nov 2007
Posts: 225
Downloads: 6
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Great info thanks alot guys.
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#5 |
XO
![]() Join Date: Mar 2007
Posts: 420
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Day and Night!
It really depends on what the target is and how far away it is, whether I can intercept with minimal fuel consumption.
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----------------- Snuffy! |
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#6 |
Navy Seal
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Daytime is for traveling on the surface as fast as fuel economy dictates. Upon plane radar detection I submerge for five minutes, come to radar depth and get back to the surface as quickly as possible in order to cover as much ground as possible. This is especially necessary with Ducimus' evil planes bombing you at periscope depth. If you're hanging out below periscope depth you have no choece but to come up blind into immediate danger such as likely claimed the Wahoo. The surface is not only quicker, it is safer. Maximizing the mileage covered during the day develops the maximum number of contacts. Once a good contact is developed the rest of the day is spent obtaining a good attack position for night.
Night is for dying. The plan is that the evil enemy dies, but this IS war. In the event things go badly for us, night gives us extra cover to do what we have to to survive. Lollygagging around on the surface with no power while you are doing repairs is bad during the daytime. At night, you may live to see the morrow. As the sun sets, I am in position for the night's festivities, making my first approach to the targets. If approach is not possible, I have plenty of time to try something else before daybreak. Under Trigger Maru the escorts have all the advantage. I need darkness to partially even the odds. So there you go, right out of the playbook "Thunder Below" by Eugene Fluckey. Works well with SH4 and TM.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS Last edited by Rockin Robbins; 01-08-08 at 05:34 PM. |
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#7 | |
Rear Admiral
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The danger planes give, is what i spent all weekend on. Since the SD radar mast is now extendable, and you can dive to 65 feet in 40 seconds, i had to up the anty a little bit. There are more variety of planes, that carry, a nice wallop. There payload will detonate if it hits you, or at 20 meters, or 45 meters. (depending on what they drop, bomb vs air dropped DC). Considering they can see you at periscope depth from around 2,000 meters away (not always garunteed they will), you wont want to hang out at periscope depth without at least a periscope up. While testing, i had one of those planes get a lucky bomb detonate right underneath my engine room as i was bow down in a crash dive. (i loitered on the surface to ID what planes were spawning to make sure they were spawning correctly), and BAM. good buy diesal engines. At that point i blew ballasts and sat there bobbing around like the German captain in the beginning of U-571 with no diesals. Planes finished me off a few hours later. |
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#8 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
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#9 |
Watch Officer
![]() Join Date: May 2007
Posts: 339
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The Japs are not safe any second when I'm out prowling the Pacific. =D
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#10 |
Navy Seal
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The EVIL Ducimus!
You are having entirely too much fun with your airplanes.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#11 |
Medic
![]() Join Date: Jun 2005
Location: Notts UK
Posts: 163
Downloads: 167
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Regarding those evil ducimus modded airplanes
![]() just one of those weird things i'm experiencing with 1.7.5.. all good i have to add ![]() 1. spot em on radar... check distance... yeah i'm ok no worries... oh oh (beep) these are the evil ducimus modded versions.... hits the Klaxon!!! :rotfl: 2. orders crash dive / battle stations... (just to wake up the crew heheheh) 3. sit there and wait for the planes at about 200ft 4. watch in awe as they appear from nowhere and dop bombs / DCs within 100mtrs of where i was when i dived. Like i said in another post... beware, i recon these guys have metalic anomoly detectors ![]() |
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#12 |
Rear Admiral
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They have a max visual distance of umm.... well, its not the stock 9KM. Im not going to say exactly cause i think not knowing the numbers keeps you on your toes. (personnaly i hate knowinig all the distances, takes all the mystery out of the game) But, since they are higher up in elevation, they can see whats bobbing along on the surface alot farther - thats my design philopshy on that at any rate.
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#13 | |
Commodore
![]() Join Date: May 2007
Posts: 629
Downloads: 39
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:rotfl: :rotfl: :rotfl:
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#15 |
Navy Seal
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Nyah, Nyah, Nyah, Nyah, Nyah
I don't care whether they see me at periscope depth or not. I'm on the surface and see them first!
Old age and treachery beats youth and enthusiasm every time ![]()
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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