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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Rear Admiral
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Don't ALT Tab. The CO2 bug is a legacy issue from SH4. I can't prove it, but its my beleif that alt tabbing while submerged is the leading cause of it. I have never encountered the bug, but i don't alt tab the game whlie playing either.
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#17 | |
Seasoned Skipper
![]() Join Date: Dec 2008
Location: Arizona
Posts: 665
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Perfect weather (no rain or fog) Calm waters 41% battery Distance to detroyers is 181 feet straight up (circling).
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Thomas Jefferson - "When the people fear their government, there is tyranny; when the government fears the people, there is liberty." |
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#18 |
Seasoned Skipper
![]() Join Date: Dec 2008
Location: Arizona
Posts: 665
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DOH !
At reload of the game the battleship is on the surface and I did not get 'credit' for the sinking. Oh well.. might as well reload from before the task force being encountered.. now I'm just going through the pain of a 6 hour depth charge for no reason. ![]() You guys are awesome for helping me though. Ducimus.. please give suggestion though anyway; so I learn and can try what you say next time.
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Thomas Jefferson - "When the people fear their government, there is tyranny; when the government fears the people, there is liberty." |
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#19 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
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Wait till night time.
Pop up to decks awash depth (~8m) if you are atleast 3000-4000m away. Should be high enough to replinish the CO2. And you can drive on your diesels. If they dont spot you, drive away at that depth at half speed until you are ~8000m away then surface and run for it at flank speed. Worth a shot. I've closed to nearly 1000m at night time on a few occcasions vs. a patrolling escort at decks awash. But he wasn't alert.. so its probably not the same. |
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#20 | |
Rear Admiral
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(Just FYI: if your running one of my first AI sensor tweaks for SH5, toss it out, ) You need to gain im guessing at least 2000 meters distance from them (given Sh5's night time adustments) before you can surface in the dark. If you can surface undetected at that range, your odds of survival go way up. They're pretty much blind at night. But your low on battery, and the sea is OPTIMAL sonar conditions. As is visiblity conditions except for the light.. which is the ONLY thing in your favor right now. I see two choices: creep at 1 kt, or creep at 2-3 kts and hope they can't hear it. The faster you go the quicker you'll get some distance, and get out from under their active sonar, but also it increases your noise. If you creep around at 1 kt you might get some distance if they really don't have a good fix on you, but it will take a long damn time. Something which you may not have depending on O2 conditions, battery and time to dawn. it's gamble either way, but your situation is not good. |
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#21 |
Born to Run Silent
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Look, pick out 15 of the crew that don't laugh at your jokes, and get the other 25 to throttle them.
That, or have the cook make some "special" stew.....
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SUBSIM - 26 Years on the Web |
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#22 |
Seasoned Skipper
![]() Join Date: Dec 2008
Location: Arizona
Posts: 665
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This is a good tactics discussion now....
Given the conditions... would most of you have taken the shot on the battleship anyway? Knowing you'd have 12 destroyers all over you... calm sea conditions, perfectly clear weather? ? My problem was that they were pinging me 2-3 at a time; it was like I was in a metal drum and they were banging it with hammers. 1 knot or 2-3 knots made no difference because they kept right over top of me. I attempted going even deeper but got the warning that I was going too deep and came back up to 171 meters. Regardless.. amazingly exciting.
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Thomas Jefferson - "When the people fear their government, there is tyranny; when the government fears the people, there is liberty." |
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#23 |
Lieutenant
![]() Join Date: Apr 2009
Location: LA
Posts: 256
Downloads: 121
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Yeah take the shot!
![]() We're not out there to play it safe, we gotta disrupt the war effort, right? If you have a capital ship in sight and locked, I don't care if they have the entire navy over head, they ought to know you were there... even if that means they watch a few missed torpedos streak past. ![]() But yeah, make ships sink til you can't stay buoyant yourself. |
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#24 | |
Rear Admiral
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Depending on the boat, i would have pushed it deeper. Certainly not a 7A though, it cracks much sooner. regardless of sub type, 200 meters is about as deep as you can go before you run into boyancy keeping issues. All told, i think, given the boat is low on oxygen, and batteries, i think id try and clear the area as quick as i could before things starting running out on me, surface, and do a flank speed dash. That means a 2 or 3 kt creep and a depth of 198 meters and try and keep the destroyers in my baffles if at all possible, constantly checking my hydrophones. Odds of survival are really not very good, but that would be my best shot. |
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#25 |
Seasoned Skipper
![]() Join Date: Dec 2008
Location: Arizona
Posts: 665
Downloads: 104
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I reloaded from several game-days before and after 15 days I'm almost out of fuel so I start heading back home for fuel knowing I won't get the 'mission' objectives before March 1 (sigh).
What do I stumble across... the EXACT same sitution... 1 battleship and 12 destroyers. This time I was able to take down the battleship and they never locked on with sonar quick enough before I got deep... they're drifting off and have no idea where I am at. I just hope I can get back home now with the fuel I have left. ![]()
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Thomas Jefferson - "When the people fear their government, there is tyranny; when the government fears the people, there is liberty." |
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#26 |
Lieutenant
![]() Join Date: Apr 2009
Location: LA
Posts: 256
Downloads: 121
Uploads: 0
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Go to standard propulsion so you don't waste precious diesel on charging your batteries. You can make it!
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#27 |
Ocean Warrior
![]() Join Date: Jul 2007
Location: Kalamazoo, MI
Posts: 3,243
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what mods do you have on and what year is it? sounds like you've run into uber escorts!
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#28 |
IntOpsVet
Join Date: Jul 2007
Location: Norway
Posts: 87
Downloads: 68
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Silly question but what about your decoys? They have saved me many a times.
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#29 |
Weps
![]() Join Date: Aug 2006
Posts: 362
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As Ducimus says, stay in the baffles if at all possible. In other words find the nearest contact hydrophone line and move along that path directly away as much as possible. Keep the narrowest profile toward the enemy either submerged, or running on the surface! Second, "BerntBalchen" 's decoy suggestion - "Y" on you keyboard. Even though decoys are not shown as available on the load-out screen, I've still been able to launch them, but don't know it they work. Do they? I've just started 1942 and they're still unavailable from the guy from New Jersey who hangs out outside the port, "odd" bar with the guy wearing his best uniform. Also, as mentioned, moon position/phase. Is visibility, or lack of same, a factor?
What mods are you running anyway? "A furore Normannorum libera nos, Domine" courtesy of the Historia Norvegiae or Orkneyinga Saga? I remember those days well! When we weren't fighting off sabre-tooth tigers and addled mastodons, it was those da*ned Vikings! |
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#30 |
Seasoned Skipper
![]() Join Date: Dec 2008
Location: Arizona
Posts: 665
Downloads: 104
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I made it safely home... with like 11% fuel remaining.. WooHoo!
Time to hit the gaust haus for some chessa(sp) schnitzel and bitburger.
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Thomas Jefferson - "When the people fear their government, there is tyranny; when the government fears the people, there is liberty." |
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