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Old 03-18-08, 11:13 PM   #1
Tessa
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Quote:
Originally Posted by Antiacus
Oh wait. I guess a already am using the 16k. People have me paranoid with reports of being spotted at long long range when their vis is less than 3km.
Just got into port so am in the position to enable a few mods. The 16k still begs the question is this a double edged mod? Though my crew can spot targets are very long ranges can the escorts or lone merchant ships do the same?

Frequently when submerged will have the SO find a merchant at heading xxx, when I pop up the scope there's nothing there; have to stat mashing the L button at +/- 5 degrees of his estimate until it locks on. Then finally hit the target and its 20km+ away or more. I know that you can hear better underwater, but something so far away isn't very useful most of the time when you factor in the amount of fuel you have to burn to get there (assuming its not on your course).
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Old 03-18-08, 11:25 PM   #2
jmr
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Is there anyway to squelch your deck crew after they spot a ship? It's pretty annoying when they belt out "ship spotted!" over and over again as I'm working myself into attack position.
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Old 03-21-08, 08:43 AM   #3
Kpt, Otto
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Quote:
Originally Posted by jmr
Is there anyway to squelch your deck crew after they spot a ship? It's pretty annoying when they belt out "ship spotted!" over and over again as I'm working myself into attack position.
Yes, the best way I have found is to remove the watch officer from the bridge/conning tower. The only adverse affect is that if any other ships appear over the horizon then there is a chance you wont be notified of them. However this does not happen often in SH3 and besides it just means you have to be more aware of whats going on around you.
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Old 03-21-08, 09:44 AM   #4
Jimbuna
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Whilst surfaced there must always be one crewman up on the bridge.

The method I use is to submerge and head directly toward the target for a few minutes (gametim), then surface and you should then find yourself within range of the crews visionary range/field.
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Old 03-19-08, 02:00 PM   #5
Kpt, Otto
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Quote:
Originally Posted by Tessa
Quote:
Originally Posted by Antiacus
Oh wait. I guess a already am using the 16k. People have me paranoid with reports of being spotted at long long range when their vis is less than 3km.
Just got into port so am in the position to enable a few mods. The 16k still begs the question is this a double edged mod? Though my crew can spot targets are very long ranges can the escorts or lone merchant ships do the same?

Frequently when submerged will have the SO find a merchant at heading xxx, when I pop up the scope there's nothing there; have to stat mashing the L button at +/- 5 degrees of his estimate until it locks on. Then finally hit the target and its 20km+ away or more. I know that you can hear better underwater, but something so far away isn't very useful most of the time when you factor in the amount of fuel you have to burn to get there (assuming its not on your course).
Most of the ships I sink I find using the hydrophones. I will often have the boat submerged and then I will man the hydrophones station myself and listen. I do this when I have reached a common trade route or are near the coast. If I leave it to the SO then often he we only pick up contacts within about 15km when infact in game you can hear upto 25-30km.

When I find a contact at bearing xxx I then listen to hear how close they sound and track them to get a best guess at their course. Then I go to the Nav map and use the compass to place a marker on that bearing.

I then draw a compass circle around my boat out to a range of 30km and do the same for them. This enables me to see the best search pattern to use and plot an intercept point. Then I draw a compass circle of 5km near the intercept area which gives me a point to aim for for when I should make contact.

When I reach that point if I do not make contact I submerge the boat again and listen again for their latest position, and then plot as needed.

So far 8 times out of 10 I get it right. So using the 16km mod should improve things alot as at the moment when a sighting is made using the standard 8km atmosphere they are at 4500m even on a clear day. In such conditions you should see their smoke on the horizon first and act accordingly to get your boat in the best firing position. That is difficult to do using the standard 8km atmosphere.

In convoy actions this is even more important.


16km mod here I come!! I will enable it when I reach port. As for the merchants im sure they will also be able to see further. But I am confident that being able to set up an attack using shaddowing or over hauling the convoy will be much more posible with the 16km mod enabled.
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Old 03-20-08, 07:51 PM   #6
Danelov
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Difficult to say.Certainly the things are more easy with the 16 km, but also the visibility play his role for the other side and is relative easy to be spotted at long range.Sometimes the thing is not so realistic, I have detected with the UZO targets at 21 km in a very dark night, long before the watchman.Yes, that was maybe a little second but that give me a idea of the heading and distance of the target.
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