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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
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Maybe I am mistaken, but I thought merchants had radar. If they do, then it is for one of two purposes.
1. Locate the enemy, so they can avoid contact. 2. Locate the enemy to engage it. If I am correct, then silent running is a countermeasure. As I recall, Rockin Robbins' training videos for the O'Kane method applied silent running when settting up for an attack. I might be wrong in my assumption, however, re radar on merchants. |
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#2 | |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
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#3 |
Weps
![]() Join Date: Jan 2009
Location: Virginia
Posts: 362
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Merchants have SONAR???? Which ones? I'll sink them first, ba$tards.
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#4 |
XO
![]() Join Date: May 2009
Location: Guam, I think
Posts: 420
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Actually don't they just have Hydrophones, basically just listening for you instead of using sonar to actively ping you.
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#5 |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
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They have passive sonar, yes. I' m not sure which ones have it - I think it's later merchants that have it.
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#6 | |
XO
![]() Join Date: May 2009
Location: Guam, I think
Posts: 420
Downloads: 80
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Got it, Thanks ![]()
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#7 | |
Rear Admiral
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Glad to see your having fun I'm goin' down.
I thought it was well known that merchants in TMO went to the chuck norris school of gunnery. ![]() They call him, sensei. Quote:
Another issue is AA gunnery range as defined in the sim.cfg file. It is a universal figure that effects all guns in the game. To include your AA guns, and the AI's, It's the max range that they will open fire at (or try to) . Limit that and you limit alot for both you, and the AI. |
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#8 |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
Downloads: 813
Uploads: 0
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