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#31 |
Admiral
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Location: Denmark
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NEVER!!!!:rotfl:
you cant make ober-insane zur see Morts control hes mouth i forgot the remote-control:rotfl: :rotfl: :rotfl: and i cant do it manually:rotfl: |
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#32 | |
Grey Wolf
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#33 |
Helmsman
![]() Join Date: Feb 2007
Location: NYC, USA
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Is the shallow escaping (or lack thereof) time period dependant?
I'm finding not that much trouble passing through the english channel or the channel just outside Scapa Flow. The latter is the HARD one, but if I dive in early, and run on silent and move slowly I can run the entire channel without being detected. Time compression gets interrupted often though...since theres anywhere between 5 and 15 military contacts going about their business. I hope this isn't suicidal later on ![]() |
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#34 | ||
Admiral
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my mouth just happend to control my hands to ![]() sooo you're just gonna have to live with it:rotfl: or else im gonna fire one of my homing torpedos towards you ![]() or stalk you while reporting your location !:rotfl: *edit* WTF IS WRONG WITH MY PIC ![]() ![]() |
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#35 | ||
Chief of the Boat
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#36 | |||
Grey Wolf
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#37 | ||||
Admiral
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OH GOD, OH GOD, OH GOD WHAT WAS THAT NOISE FROM UNDER MY BED:rotfl: |
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#38 | |
Lucky Jack
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#39 |
Ace of the Deep
![]() Join Date: Nov 2006
Location: Toulouse France
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The best solution to both problems is preventive :
1. If the ship makes zig zags, it's either the helmsman is completely drunk (happened in real life - like the Exxon Valdez or a container ship whose name I forgot and which beached on the Normandy coast after luckily going at night through the Channel Islands - but is not imho modelled in SH3) or they know you're there. Which means you've done something wrong before... 2. Shallow waters : just don't get there if there is a chance of encountering DDs ![]()
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#40 |
Machinist's Mate
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It s not realistic but it works fine in SHIII...
- As it was said, even if zigzaging, it s a cycle... so, first, take the time of the cycle. - then, on the global heading of your target, put some marker at cycle time... its giving you the relative speed on the direct trajectory... - now it s the trick, you must check with your computer to get a range for which the torpedo's time will be a full multiplicator of the cycle time, so your target will have the same angle when you take your shoot and when the torpedo actually impact. - go to that range - Enter the range, the wanted angle on bow and the relative speed in your computer. (It s important to enter the relative speed and not the real speed). - wait for the wanted angle on bow. Fire! It s not realistic because I guess a real ship is not going to respect a cycle... Still, it works fine... it s just like the ship is doing warp jump at cycle time ![]() |
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#41 | |
Machinist's Mate
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Speed is important though because he is giving your position right now ![]() |
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#42 | |
Chief
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Location: U-33. Depth Charges...sinking..
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Jeezus Christ, my head hurt just reading that. It's like Star Trek mathematics or something...Cycle times and warp jumps - why don't you just fire up your Dilithium Crystal, engage your cloaking device, and nail the bastard with a facefull of photon torpedos!!! If you need help deciphering the above, just refer to this: http://www.jumpstation.ca/recroom/trek/techno.html and no, I'm not a geek... Live long and prosper.
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#43 | ||
Bosun
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#44 | ||
Ace of the Deep
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#45 |
Sailor man
![]() Join Date: Dec 2006
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I just get close and shoot! I always use a steam torp on fast, if available. Follow the ships general course slightly behind it. When it makes it's turn that brings it towards you, turn into it and increase speed. If you time it right you can get a near perfect 90 degree shot at very close range. Sunk a few ships like this... no maths, just pure judgement. Of course that's a lone ship...if a convoy starts evasive manouevers I forget it and withdraw to try again later...!
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