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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: Mar 2012
Posts: 27
Downloads: 14
Uploads: 0
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So prop shafts are totally destroyed, yet i can see my props turning. Sub wont move, is this game over or is there anything i can do?
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#2 |
Ocean Warrior
![]() Join Date: Feb 2010
Location: Kentucky
Posts: 2,528
Downloads: 77
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The props still moving is a bug in the graphics
![]() You're dead in the water. ![]() The only thing you can do is quit. You could call for a tow except that ubistupid didn't add that feature. ![]()
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Of all the forms of Martial Arts, Karaoke causes the most pain! |
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#3 |
Watch
![]() Join Date: Mar 2012
Posts: 27
Downloads: 14
Uploads: 0
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Darnit! I had completed all the objectives of my mission and on the way back to pearl decided huh, i have some torps in the rear tubes lets go hit wake island on the way back. All i had to do was go to freakin pearl but no i decided to try and be a hero! What can you do....
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#4 |
Eternal Patrol
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Why would they? It wasn't done in real life.
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#5 |
Watch
![]() Join Date: Mar 2012
Posts: 27
Downloads: 14
Uploads: 0
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#6 |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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#7 |
Ocean Warrior
![]() Join Date: Feb 2010
Location: Kentucky
Posts: 2,528
Downloads: 77
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Thank you for edumacating me. Seriously, I didn't really give it much thought. I know from the Silent Service days that the simulation did do tows. The game ended and you got a message saying that you were towed. This is after all a game, not real life. I think they could have added a few things like that to be able to continue a career rather than abandon it.
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Of all the forms of Martial Arts, Karaoke causes the most pain! |
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#8 |
Rear Admiral
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If you're playing stock, often the props, rudder or engines easily become destroyed, most mods correct this to the point you can repair enough to get home. I recall once in stock my rudder got blown off in Manila harbor, so I couldn't turn. Still, it doesn't mean it can't happen, just that it's very rare.
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#9 | |
Eternal Patrol
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![]() Quote:
You're also right about it being a game. SH3 let you teleport home no matter what you condition. I thought this was good due to not being able to steer with the engines if your rudder was gone. On the other hand there was R-14, which in 1921 literally sailed 100 nautical miles with a jury-rigged foresail. The trip took more the better part of three days at an average speed of 1.56 knots. http://www.princeton.edu/~achaney/tm...4_(SS-91).html ![]()
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#10 |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
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I'm sure there was a US sub who tried to rig a sail after being badly damaged in a depth charging, but they were unable to get anything to work and abandonned the vessel. Unfortunately I can't find the info, so I may just be imagining it.
Here's a newspaper report of a British sub that stopped answering its rudder, lost one screw and ended up beam on in rolling waves and had to call for a tow. They tried to rig a sail to bring the head round to sea, but it failed. http://trove.nla.gov.au/ndp/del/article/91414717 That's dated March 14, 1944, but not sure when the actual event happened. Info is a bit sketchy.
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#11 | |
The Old Man
![]() Join Date: Nov 2003
Posts: 1,304
Downloads: 214
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Someone made a mod. I've never tried it: http://www.subsim.com/radioroom/down...o=file&id=3539 Not sure if it'll repair a prop. So, what were sub tenders for (Arlo asks with a half hidden smirk hoping it won't end up a pie-face moment)?
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-Arlo |
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#12 | |
Eternal Patrol
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![]() Quote:
http://uboat.net/allies/warships/ship/3455.html
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#13 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
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Sub tenders were like any other tender, designed as a movable supply and repair facility so when a new island was invaded and secured all they had to do was send a tender there to anchor instead of building a pier and all the assorted cranes and machine shops. They were not combat ships, did all their work while at anchor in a protected harbor. Can't recall any case of a US sub being towed out of enemy territory, but there were a few cases where another sub took the crew off the damaged sub and scuttled it, bringing the crew back to the nearest friendly base. Obvious problems with that is twice the numbers sucking up O2 and breathing out CO2, cutting submerged endurance in half, plus a lot more hot bunking and get your *%#&@$#! elbow outta my eye. Better than leaving the crew to be captured tho, a lot faster and cheaper to build new subs than to train new crews.
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