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Old 10-20-06, 05:46 AM   #1
Pascal
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Default Schnorchel and air attacks

Even using the schnorchel, air attacks are continual, and i wonder if that is very historic (i use mod airpower 1.4)
Read the rapport, page 335:

http://www.uboatarchive.net/BDUKTB30348.htm

PS: this rapport must be a bible and a reference for all serious "modders"
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Old 10-20-06, 07:16 AM   #2
Captain Nemo
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The British made significant advances with radar during WWII. I am currently reading the Clay Blair books "Hitlers U-Boat War" and it mentions that during the early stages of the war the British developed radar that could detect a submerged u-boat using it's periscope at a maximum range of approximately 7 miles. Presumably this would equally apply to u-boats deploying their schnorchel. So in theory planes using this improved radar could detect and attack submerged u-boats with some degree of regularity.

Nemo
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Old 10-20-06, 08:55 AM   #3
Pascal
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Yes, thank you, perhaps also the "turnover" of these air attacks is too close (in the mod i use: airpower)
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Old 10-20-06, 09:33 AM   #4
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hi, are you useing any mods (GW/NYGM). also if you go slitly deeper ~14 - 15m that the standed snorakel deapth, in good weather there is less metal for the radar to hit above the water. eg go as deep as you can (a metar at a time) till you get to a depth that you deasil's cut out (verys with the wether) and then go for a deapth of about one or two metor's shallower.
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Old 10-20-06, 09:44 AM   #5
Syxx_Killer
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About a year or so ago I tested each U-boat to see how deep I could go and still be able to breath. I used the Scapa Flow mission as a test bed. That mission had 4m/s winds. Here are my results:

Type VIIB/C – 12m
Type IXB/C – 14m
Type IXD2 – 15m
Type XXI – 16.5

You can also edit each cfg file for the respective U-boat mentioned and make it so that you can go to that depth when you press the snorkel depth button.
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Old 10-20-06, 04:09 PM   #6
CptGrayWolf
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There is a mod called 'Sensors' that fixes the schnorkel.
The author of the mod says that the schnorkel was being spotted at unrealistic distances, so he fixed it.
This mod also fixes DD 'super' sonar lock, depth charge blast radius and the u-boat radar detector.
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Old 10-20-06, 04:51 PM   #7
Pascal
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Quote:
Originally Posted by CptGrayWolf
There is a mod called 'Sensors' that fixes the schnorkel.
The author of the mod says that the schnorkel was being spotted at unrealistic distances, so he fixed it.
This mod also fixes DD 'super' sonar lock, depth charge blast radius and the u-boat radar detector.
Many thanks:
SensorPak.zip
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Old 10-20-06, 05:17 PM   #8
Albrecht Von Hesse
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Quote:
Originally Posted by CptGrayWolf
There is a mod called 'Sensors' that fixes the schnorkel.
The author of the mod says that the schnorkel was being spotted at unrealistic distances, so he fixed it.
This mod also fixes DD 'super' sonar lock, depth charge blast radius and the u-boat radar detector.
What effect does this have with GW1.1a and NYGM?
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Old 10-21-06, 09:58 AM   #9
CptGrayWolf
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Quote:
Originally Posted by Albrecht Von Hesse
What effect does this have with GW1.1a and NYGM?
I'm not sure how it affects the 'Super Mods', one of the creators would have to answer that one.
But these are very specific files, so I'm guessing it's safe.
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Old 10-21-06, 02:19 PM   #10
Hartmann
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Quote:
Originally Posted by CptGrayWolf
There is a mod called 'Sensors' that fixes the schnorkel.
The author of the mod says that the schnorkel was being spotted at unrealistic distances, so he fixed it.
This mod also fixes DD 'super' sonar lock, depth charge blast radius and the u-boat radar detector.
I think that the snorkel size was too big, so it was like a magnet for planes

this SensorPak.zip mod fix this bug of the game

could be interesting know if the big mods, GW and NYGM has this fix included.

in the late war, a boat without snorkel is a sitting duck for antisubmarine units
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Old 10-21-06, 03:38 PM   #11
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I run with the snorkel up only at night and have never been spotted by planes. Keep under during the day.

This, so I've read, was also the wartime tactic.
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Old 10-21-06, 04:31 PM   #12
Hartmann
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is logical because could be a lot difficult spot a dark tube ot of the water in the dark night.
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Old 10-21-06, 06:00 PM   #13
Pascal
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Default Snorkel wave's

2 questions:

As you see and as you know, the snorkel wave's is not in the correct position; is there a fix for that ?

Then, how get off the orange mark ?

Thank you
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Old 10-21-06, 06:09 PM   #14
Pascal
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[quote=Pascal]2 questions:

As you see and as you know, the snorkel wave's is not in the correct position; is there a fix for that ?

Then, how get off the orange mark ?

Thank you[/quote]
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Old 10-22-06, 01:42 AM   #15
VonHelsching
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Quote:
Originally Posted by Albrecht Von Hesse
Quote:
Originally Posted by CptGrayWolf
There is a mod called 'Sensors' that fixes the schnorkel.
The author of the mod says that the schnorkel was being spotted at unrealistic distances, so he fixed it.
This mod also fixes DD 'super' sonar lock, depth charge blast radius and the u-boat radar detector.
What effect does this have with GW1.1a and NYGM?
GW 1.1a has already implemented and tweaked all sensors updates. Installing the old sensor pack, might actually ruin some features.
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