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Old 01-03-07, 12:12 PM   #1
Sailor Steve
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Well, there's that too. I just meant about the sub being unstable at full stop or very slow speeds.:rotfl:
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Old 01-03-07, 12:15 PM   #2
Albrecht Von Hesse
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I 'solved' the problem by simply setting periscope depth when I'm running slow for 14 - 15 meters, and loading up the bow quarters and forward torpedo room with crew. Doing that I maintain roughly 12- 13 meters or so which keeps the watch tower down.

During rough seas I might have to add a meter or two more depth to assure I don't accidentally breach, but I haven't really encountered any real problems with the slight positive bouyancy of the mod.
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Old 01-03-07, 12:21 PM   #3
dean_acheson
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Just set your depth at 15 meters and let it go at 1-2 knots, it will be fine.

AVH- does putting crew in the nose actually do anything? That is meant as a serious question.
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Old 01-03-07, 12:26 PM   #4
Albrecht Von Hesse
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Quote:
Originally Posted by dean_acheson
Just set your depth at 15 meters and let it go at 1-2 knots, it will be fine.

AVH- does putting crew in the nose actually do anything? That is meant as a serious question.
From experimentation and actual game play observation it seems to, yes. I've had several occassions where I noticed a slight but definite tendancy to 'nose-down' when I manned the forward compartments.

Can't find the thread where I posted the screenshots, but the one occassion I'd been running on the surface, deck awash, towards a convoy for a surface-run attack approach, and I couldn't get rid of the bow spray. If I crept the depth down, I'd slip to submerged before the spray would vanish, as the bow kept remaining just above the surface.

On a whim I fully manned the forward torpedo room and the bow compartment, and slid everyone as far forward as I could, and was shocked (albeit pleased ) to see the bow spray finally disappear as the nose of the boat slipped under and stayed under. As I'd changed nothing else at all but where the crew were all I can assume is that, yes, somehow where your crew is located does effect trim and weight distribution.
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Old 01-03-07, 12:32 PM   #5
dean_acheson
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I'll be damned. That's a heck of a discovery, in my books.

Anyone else noticed this? I never have, but never tried it. Never put people into the bow before unless I was loading torps. Always shove everybody into their bunks untill I really needed them.
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Old 01-03-07, 12:39 PM   #6
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IIRC there was a thread recently where AVH and a few others testified to the 'positive' effects of crew positioning
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Old 01-03-07, 01:57 PM   #7
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wow im impressed. well thats that problem solved......next
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Old 01-03-07, 04:40 PM   #8
Sailor Steve
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Quote:
Originally Posted by Albrecht Von Hesse
I 'solved' the problem by simply setting periscope depth when I'm running slow for 14 - 15 meters, and loading up the bow quarters and forward torpedo room with crew. Doing that I maintain roughly 12- 13 meters or so which keeps the watch tower down.

During rough seas I might have to add a meter or two more depth to assure I don't accidentally breach, but I haven't really encountered any real problems with the slight positive bouyancy of the mod.
Quote:
Originally Posted by dean_acheson
Just set your depth at 15 meters and let it go at 1-2 knots, it will be fine.
This is a classic example of the occassional futility of "realism" mods. The idea is to recreate the problems involved with u-boat attack, such as not being able to run at very slow speeds near the surface, and some creative gamers will immediately find a way to turn it back into "just a game".:rotfl:

I'd love to see how they would counter it if it just kept surfacing.
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Old 01-03-07, 05:37 PM   #9
Albrecht Von Hesse
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Quote:
Originally Posted by Sailor Steve
Quote:
Originally Posted by Albrecht Von Hesse
I 'solved' the problem by simply setting periscope depth when I'm running slow for 14 - 15 meters, and loading up the bow quarters and forward torpedo room with crew. Doing that I maintain roughly 12- 13 meters or so which keeps the watch tower down.

During rough seas I might have to add a meter or two more depth to assure I don't accidentally breach, but I haven't really encountered any real problems with the slight positive bouyancy of the mod.
Quote:
Originally Posted by dean_acheson
Just set your depth at 15 meters and let it go at 1-2 knots, it will be fine.
This is a classic example of the occassional futility of "realism" mods. The idea is to recreate the problems involved with u-boat attack, such as not being able to run at very slow speeds near the surface, and some creative gamers will immediately find a way to turn it back into "just a game".:rotfl:

I'd love to see how they would counter it if it just kept surfacing.
Simple . . . I'd carefully flood the trim tanks to set trim at slight negative, and have the planes set to a slight rise, and tweak the speed back and forth between 1 -2 knots lift me up a bit when I start to slide down.

Oh, wait . . .

I don't have realistic trim tank adjustments . . .

Individual plane adjustments either . . .

Hmmmm . . .

You can only get as 'real' as the game mechanics permit. I happen to view setting my depth 1 - 2 meters deeper than my desired depth as a simulated means of adjusting my trim and bouyancy, and not as a cheat to get around the attempt of GWX to simulate the problems real U-boat commanders had.
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Old 01-03-07, 05:58 PM   #10
Lanzfeld
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Cant we just make it so the sub continues to rise without hitting the upper limit if the boat is less then 1 to 2 knots?
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