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Old 02-12-07, 03:47 PM   #31
Morts
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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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Old 02-12-07, 03:49 PM   #32
azn_132
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Quote:
Originally Posted by Morts
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:
Man u do need to put tape around ur mouth to control it then.:rotfl:
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Old 02-12-07, 03:50 PM   #33
Khourieat
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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 saves a lot of time when I need to get up to the Eastern side of England.
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Old 02-12-07, 03:53 PM   #34
Morts
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Quote:
Originally Posted by azn_132
Quote:
Originally Posted by Morts
NEVER!!!!:rotfl:
you cant make ober-insane zur see Morts control hes mouth
i forgot the remote-control
and i cant do it manually:rotfl:
Man u do need to put tape around ur mouth to control it then.:rotfl:
errm, cant do that
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 :rotfl:
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Old 02-12-07, 03:53 PM   #35
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Quote:
Originally Posted by Morts
Quote:
Originally Posted by jimbuna
And..........BE MORE AGGRESSIVE
you dont ********** tell me what the h*** to do you m************ I****
( J/K )
ohhh you meant against the enemy
im sorry:rotfl: :rotfl:
:rotfl: :rotfl: nice one
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Old 02-12-07, 03:54 PM   #36
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Quote:
Originally Posted by Morts
Quote:
Originally Posted by azn_132
Quote:
Originally Posted by Morts
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:
Man u do need to put tape around ur mouth to control it then.:rotfl:
errm, cant do that
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:
U want to sub battle me? Wait till I get a new comp to do that.
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Old 02-12-07, 03:55 PM   #37
Morts
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Quote:
Originally Posted by azn_132
Quote:
Originally Posted by Morts
Quote:
Originally Posted by azn_132
Quote:
Originally Posted by Morts
NEVER!!!!:rotfl:
you cant make ober-insane zur see Morts control hes mouth
i forgot the remote-control
and i cant do it manually:rotfl:
Man u do need to put tape around ur mouth to control it then.:rotfl:
errm, cant do that
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:
U want to sub battle me? Wait till I get a new comp to do that.
im not afraid of anything and certainly not afraid of you

OH GOD, OH GOD, OH GOD WHAT WAS THAT NOISE FROM UNDER MY BED:rotfl:
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Old 02-12-07, 04:16 PM   #38
AVGWarhawk
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Quote:
Originally Posted by Khourieat
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 saves a lot of time when I need to get up to the Eastern side of England.
Here is the thing, if they do find you in the shallows, it is not going to be pleasant. I was on( patrol #2) and got detected in waters at 96m deep. I was hugging the bottom at 95m. This was 1940 and I was pinged like heck. I was DC to death. So in my view, running in shallow waters you are throwing the dice when it comes to being detected and sunk. To me, using the channel does not save time because you are constantly diving or running at 3 kts while submerged. You do save fuel however. I stick to the northside of England and go around. I also score some loan merchants. I use the milch cows if I need fuel.
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Old 02-12-07, 04:43 PM   #39
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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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Old 02-12-07, 04:55 PM   #40
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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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Old 02-12-07, 04:58 PM   #41
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Quote:
Originally Posted by Corsair
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...
Not necessary... sometimes you can pick a nice isolated target and being behind his trajectory... so you can t reach him underwater. So you go flank and surfaced. If you can t use the deck gun you gonna have to use torpedo...
Speed is important though because he is giving your position right now
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Old 02-12-07, 08:40 PM   #42
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Quote:
Originally Posted by CaptainAsh
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

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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Old 02-13-07, 02:48 AM   #43
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Quote:
Originally Posted by High Voltage
Quote:
Originally Posted by CaptainAsh
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
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.
LOL Thats some funny !$%*
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Old 02-13-07, 05:27 AM   #44
Corsair
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Quote:
Originally Posted by CaptainAsh
Quote:
Originally Posted by Corsair
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...
Not necessary... sometimes you can pick a nice isolated target and being behind his trajectory... so you can t reach him underwater. So you go flank and surfaced. If you can t use the deck gun you gonna have to use torpedo...
Speed is important though because he is giving your position right now
You go flank and surfaced, but far enough that you don't get spotted and submerge again once you're ahead in the target's path. Won't zig zag...
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Old 02-13-07, 06:56 AM   #45
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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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