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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Weps
![]() Join Date: Apr 2008
Posts: 359
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Having lost 3 consecutive careers to hedgehogs, (GWX2.1) I am seeking ways to avoid the same fate again. All ideas welcomed.
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#2 |
Machinist's Mate
![]() Join Date: Jun 2008
Location: Merry Old England
Posts: 121
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Don't get pinged.
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#3 |
The Old Man
![]() Join Date: Dec 2008
Location: Deep in the Wild Canadian suburbs.
Posts: 1,468
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Yes, sit in port the entire patrol. Claim that there were "engine problems"
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#4 |
Helmsman
![]() Join Date: Dec 2007
Location: Ireland.
Posts: 102
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Stop letting your men keep them as pets onboard your sub?
Strap a huge inflatable tyre to the front of your bow?
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#5 |
Ace of the Deep
![]() Join Date: May 2005
Location: Off your Stb side with good solution
Posts: 1,065
Downloads: 44
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#6 |
Stowaway
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an easy way is to start the patrol from the start of 1939, not missing one bit.
then the ai gradually increases. |
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#7 |
Chief of the Boat
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If you have external view enabled you will sense when the escort is approx 200 yards from you. Provided your deep enough, suddenly go to full astern and the forward throwing projectiles will occasionally overshoot their target........if your lucky
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#8 | |
中国水兵
![]() Join Date: Jan 2009
Location: Down deep avoiding drm attacks
Posts: 284
Downloads: 33
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#9 |
Seasoned Skipper
![]() Join Date: Apr 2007
Location: San Francisco, CA
Posts: 651
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If you must carry on after 1943 (which is like playing Russian roulette with 4 chambers loaded, IMO), here is one "crazy" idea which could turn the odds in your favor, at least for a little while.
If you know the bearing of the attacking DD, you could try running towards it at top speed, to get under it before the DD can adjust its hedgehog launch time. Then you will be coping with its wabos instead. It's a trade-off, of course: you may survive the pass, but you will not "slip the noose," esp. if there is a hunter-killer team -- and you lose a bit more battery power each time. Then again, maybe you will have some interesting tales of an engagement lasting several hours, with the oxygen or the battery power running out! Happy Days! ![]()
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#10 |
中国水兵
![]() Join Date: Jan 2009
Posts: 279
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Ron Jeremy isn't that bad, is he?
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#11 | |
Weps
![]() Join Date: Feb 2009
Location: Wilhelmshaven Local Pub
Posts: 361
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Now when you have 3 or 4 DD's or DE's ganging up on you. How can you tell which of the DD's will be making a run at you? Since my crew is brand new, my Hydrophone guy kept losing contact with the nearest warship even though the nearest warship was like 200m away or less. I have read to make your aspect small by turning to the DD that is pinging you. With multiple DD's is that feasible? Seems like one pings, one listens and 1 drops DC's and you have to turn to avoid the DC's so you can't worry about your aspect in regard to the other DD that is pinging. This attack lasted about 2 and 1/2 hours. Out of that time I bet I got pinged 2 hours and 15 minutes. Fortunately I started with fresh batteries and they never really got the depth accurate. |
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#12 |
Fleet Admiral
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Simple answer, don't get into a position where they can use them on you.
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#13 |
Navy Seal
![]() Join Date: Aug 2005
Location: Sinking ships off the Australian coast
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Depth and speed. If you are deep enough, and you have external view on, you do stand a chance. Go to flank when they fire and a hard turn as well. It give you a chance of missing them.
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#14 |
The Old Man
![]() Join Date: Apr 2007
Posts: 1,304
Downloads: 35
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The key is to stay undetected, adapt your tactics!
This includes to stay outside of convoys and to operate at periscope depth. Shoot long range, make good use of FATs and fan shots. A ratio of 4 eels : one sunken ship is realistic, don't go for BRT high scores. If you h a v e to dogfight, store some Falke torpedos and shoot first.
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#15 |
Ace of the Deep
![]() Join Date: Nov 2005
Location: Norrkoping, Sweden
Posts: 1,074
Downloads: 66
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Yes, Mittel is right.
Use the standoff range of your weapons. Fire and clear datum. If detected, pray and go deeper. When you hear dc´s in the water change speed, course and depth. Then go back to 1 knot, always stay on silent running. But rule no1 is: Stay away from destroyers ![]()
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