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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Navy Seal
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Ok, thanks KL-alfman, I have GWX so I should find them now
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#17 |
Grey Wolf
![]() Join Date: Nov 2009
Location: Weimar
Posts: 930
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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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Life, Liberty and Property! |
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#18 |
Machinist's Mate
![]() Join Date: Nov 2008
Posts: 125
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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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When you stare into the abyss, the abyss stares back into you. Friedrich Nietzsche U-46 (VIIB) - 62 ships for 395,532 tons in Apr40 [DiD] Last edited by ppk; 12-15-09 at 02:28 PM. |
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#19 | |
Swabbie
![]() Join Date: Oct 2009
Location: Bend, OR
Posts: 12
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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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ET2/SS Billy Lane ![]() Nav Div USS Kentucky SSBN 737 2006 (1 patrol) USS Henry M. Jackson SSBN 730(G) 2006-2009 (3 patrols) |
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#20 |
Watch
![]() Join Date: Dec 2009
Posts: 26
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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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#21 |
Ensign
![]() Join Date: Apr 2008
Location: San Diego, CA
Posts: 231
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What's a good depth for conducting hydrophone searches? 20m? 40m? Does it change depending on surface conditions?
DavidI |
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#22 |
Weps
![]() Join Date: Jan 2007
Location: Control Room
Posts: 355
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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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#23 |
Machinist's Mate
![]() Join Date: Nov 2008
Posts: 125
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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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When you stare into the abyss, the abyss stares back into you. Friedrich Nietzsche U-46 (VIIB) - 62 ships for 395,532 tons in Apr40 [DiD] |
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#24 |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
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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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My site downloads: https://ricojansen.nl/downloads |
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#26 |
中国水兵
![]() Join Date: Oct 2009
Posts: 280
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That is a very intresting sight indeed. Thkanks for sharing.
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