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#3 |
Grey Wolf
![]() Join Date: Apr 2005
Location: Bucharest, Romania
Posts: 845
Downloads: 544
Uploads: 0
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We all know these are the real-life tactics employed by uboat commanders. What I wonder is whether some of these tactics are really coded into the game engine. I mean:
Fact4=When attacking convoys at night, the best maneuver is to move the U-boat between the convoy columns. The enemy escorts are expecting the threat to come from the outside. Do game escorts really behave this way? Fact5=Try to attack from the dark side - into the sunrise, sunset or moon - silhouetting the target against the dim light. Is this really mirrored by the game engine? Fact8=The best way to use the Flak is to hold your fire until the attacker is in close range, then to unleash all the firepower that can be mustered on the attacking aircraft, achieving far better results than by engaging the plane from long range. Do AI planes avoid incoming FLAK fire at long range, or do they just dive at the uboat, regardless? Fact9=Use HE shells to neutralize the merchants radio room to prevent them from alerting nearby defenses. To my knowledge, all shells modeled in SH5 are HE. And does hitting the radio room really impact - in the game engine - the ship's ability to send an SOS? Fact15=Decks awash offers the advantages of both Diesel propulsion and a very low silhouette. Is the low silhouette a factor modeled by the game engine? |
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