SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
04-28-19, 04:52 PM | #16 |
The Old Man
Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
|
Couple old threads on that;
http://www.subsim.com/radioroom/showthread.php?t=211380 Post #6 in this one Aanker got something close to realistic by using hacked supercrewman; http://www.subsim.com/radioroom/show....php?p=2539251 I have my SARGO class (the one I actually play careers with) set for; Submerged miles = 60 knots = 4 I forget the actual test numbers, but recharge is a realistic 4-8 hours, and who stays submerged for 24 hours in a game anyway? I use the Sam Dealy USS HARDER method unless there are an unreasonable number of escorts, fire down the throat at close range, blow up all the destroyers and there's no depth charges to evade anyway. |
04-28-19, 04:59 PM | #17 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
Quote:
That is a shame if we can only get so many miles. I was going to use endurance to give a slight since of progression in the more advanced subs... |
|
Thread Tools | |
Display Modes | |
|
|