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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: Dec 2004
Posts: 17
Downloads: 3
Uploads: 0
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After about 2 months of on-off patrolling on SHIII I got to 1944 with just over 30,000 renown, playing 85%... it sure as hell made the new toy worthwhile though
![]() (This should be on the Wiki)
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\"Dive.... DIVE!!!\" |
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#2 |
Watch Officer
![]() Join Date: May 2005
Location: Norway
Posts: 333
Downloads: 3
Uploads: 0
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I don't think there are any more sonar 'buttons' featured than the ones already present from the start.
But I guess with any active sonar you could get an accurate solution to ships. Just get a distance reading (ping it), time it (using the 3 minutes 15 seconds method for example), and then you have speed. And I think you can even use the 'RPM-counting' method for determing speed. I've seen posts on this earlier. So then you have bearing and speed (and distance), and can then determine angle on bow. I think why they mention this in the manual, is because in real life only the XXI actually had an active sonar, while in the game it's possible to fit them on most boats. |
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