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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Soundman
![]() Join Date: Dec 2007
Posts: 142
Downloads: 109
Uploads: 0
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Hello all,
This is my first real sim game since the old Red Baron days, so the learning curve is really kicking my butt right now. I'm getting the hang of the manual aiming system, but the problem I'm having right now is not knowing when to dive to start an attack run. I tend to do it too early and either get outrun by my target or run out of battery power before I'm close enough to attack. How long can I remain surfaced to maximize speed and power? Is it a true "I see you, you see me" system? And what speeds are recommended once I do submerge? The tutorial missions have me believing that if I approach at anything faster than Ahead Slow I will be detected. Also, are opening and closing tube doors audible? How should I spend my crew promotions? Thanks. |
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#2 |
Grey Wolf
![]() Join Date: Aug 2005
Posts: 930
Downloads: 23
Uploads: 0
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Laconic;
the one thing this game makes you do if you want good results is have patience. Don't necessarily make a beeline to the target as soon as it's spotted. Figure out where he's going, keep him at a distance(i.e. you're not detected), use your map, plot a route and do the old "end-around" (i.e. hit the gas, go out way ahead of his expected route and then turn, dive and sit and wait for him to come to you and cross your bow). Yes it takes a while but it adds great satisfaction when your plan comes together and they walk into your trap. I don't believe the tube doors opening are detectable in the game so don't worry about that. Ref the promotions, they are a dime a dozen after each mission so you can promote just about anybody (the crewmember is highlighted if he's eligible). The stock game is way too liberal with the promotions. Just remember that a promotion will increase the overall ability of the section the crewmember is in so choose accordingly. I concentrate on my Engine and Torpedo sections first. |
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#3 |
Soundman
![]() Join Date: Dec 2007
Posts: 142
Downloads: 109
Uploads: 0
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Thanks!
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#4 |
Medic
![]() Join Date: May 2007
Location: Telluride, Colorado
Posts: 162
Downloads: 13
Uploads: 0
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Laconic,
Welcome to Subsim! Concerning your visual range question, I typically try to stay 10nm away from the lead contact during the day, and around 5nm at night. I'm sure you can get closer, but these are the general guidelines I use. Tomoose's advice is right on as well- concerning your approach. As far as crew recommendations, I like to ensure a solid damage control team, as well as high marks for my radar/hydrophone guys. I figure the better they are at detecting targets, the more successful my patrols will be. Best of luck, and good hunting, Howler ![]() |
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#5 |
Soundman
![]() Join Date: Dec 2007
Posts: 142
Downloads: 109
Uploads: 0
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How should I select a damage control team? I assume some crew members are better than others, but how can you tell?
Also, the manual seems to think that I can at least refuel at any port as long as it's not in enemy hands, but there's no indicator on the map as to what affiliation ports are. (I'm assuming that a "port" is just a named city on a map, not necessarily one of the US's naval bases marked by the anchor icon.) Is that correct? I tried approaching Shanghai to refuel, assuming that it was still in neutral Chinese hands, but I found a hornet's nest of enemy air activity before I got close enough to tell. |
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#6 |
Medic
![]() Join Date: May 2007
Location: Telluride, Colorado
Posts: 162
Downloads: 13
Uploads: 0
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A good damage control team would have a crew with high skills in Mechanical and Electrical. Try to get a good leadership man to head the team. As far as refueling, I believe you can only refuel at American or Austrailian bases (marked with an anchor).
Hope this helps, Howler ![]() |
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#7 |
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
Posts: 9,404
Downloads: 105
Uploads: 1
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This is one area where I feel the game is lacking. According to reports I've read, boats could get as close as 1500-2000 yards without being seen, assuming optimal weather, moon and sea state conditions.
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