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Old 12-15-09, 12:33 PM   #16
Betonov
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Ok, thanks KL-alfman, I have GWX so I should find them now
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Old 12-15-09, 01:29 PM   #17
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Originally Posted by Betonov View Post
Ok, thanks KL-alfman, I have GWX so I should find them now
you are welcome!

thx to penguin for his information about the difference between stock game and GWX.
I couldn't know that cause I only played GWX so far (and I'm happy with it and will never change).
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Old 12-15-09, 02:09 PM   #18
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Hydrophone checks are excellent. Rinse and repeat; for best results, apply in BF 17.

In bad weather that lasts for a ridiculously long time, I travel to one of the hot spots and then submerge for good. Then I chill at ahead one third and surface to recharge once I've gone through half the batteries (8 hours or so I think). Then the only effective way to attack is to plot a course with the hydrophones (the 8 min thing.. there's a post on that somewhere) and position yourself straight ahead of the target. Otherwise you'll most likely miss it without map contact updates... If you have them on then it's not hard at all, and bear in mind I'm talking about the muck that translates into a 400m visibility. Get a visual first to plot it's course precisely and grab a speed measurement. Then and get ahead for a 600-800m 90AOB shot. Aim with the hydrophone, as if you try to aim visually there's a solid chance you'll wander closer than 300m and then you'll just waste torpedoes.

With map contact updates it's pretty easy as you can plot a course and measure the speed (distance traveled on your map in 3min 15sec = speed in knots). There is some level of randomness between where it actually is on your map and where the hydrophone line puts it but if you observe long enough you'll see a pattern emerge. Plot the pattern's [estimated] average and you've got a course plot that's pretty close to perfection.
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Old 12-16-09, 02:20 AM   #19
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Quote:
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With map contact updates it's pretty easy as you can plot a course and measure the speed (distance traveled on your map in 3min 15sec = speed in knots). There is some level of randomness between where it actually is on your map and where the hydrophone line puts it but if you observe long enough you'll see a pattern emerge. Plot the pattern's [estimated] average and you've got a course plot that's pretty close to perfection.

Distance traveled in 3 min 15 seconds = speed in knots X 100. For example, traveling at 10 knots for 3 min 15 seconds means you will travel 1000 yards (actually works out to 1003, but it's a DR, not an exact science!)
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Old 12-16-09, 02:58 AM   #20
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I like using the hydrophone best as i find it the most exciting way to find stuff . Or even better and for me more realistic is when im hiding from a warship and just listening to it i find pretty exciting . Like it is in films etc etc.
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Old 12-16-09, 10:41 AM   #21
David I
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What's a good depth for conducting hydrophone searches? 20m? 40m? Does it change depending on surface conditions?

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Old 12-16-09, 10:49 AM   #22
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I haven't seen any evidence that the game engine varies u-boat hydrophone sensitivity with u-boat depth.
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Old 12-16-09, 12:34 PM   #23
ppk
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Originally Posted by mstang67 View Post
Distance traveled in 3 min 15 seconds = speed in knots X 100. For example, traveling at 10 knots for 3 min 15 seconds means you will travel 1000 yards (actually works out to 1003, but it's a DR, not an exact science!)
Yeah I forgot that detail. The way it works out is if something moves 1.5km on your map in the 3:15's, then it is moving at 15kts. It's so self explanatory I forgot that there even was a conversion.
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Old 12-16-09, 05:22 PM   #24
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The hydrophone doesn't seem to work above a depth of 10m. So periscope depth is good enough for me. Don't want to waste time getting upside again when I want to chase it.
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Old 12-22-09, 03:59 PM   #25
Canovaro
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Dissaray,

Check out the link in my signature, especially the intel map.
You may find exactly what you're looking for.
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Old 12-22-09, 07:07 PM   #26
Dissaray
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That is a very intresting sight indeed. Thkanks for sharing.
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