![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
I used to do the same thing a lot in SHIII pre GWX. Before 1942 there's really no threat to TC'ing all about the map, surfaced or submerged. And since most of the ships were singles, not convoys, I found myself in 516x until I found a contact, get into position at 4x, notch it to 16x as I waited at all stop for a firing solution, fired at 1x, then after the kill back to 516x on a new waypoint course.
It got almost formulaic, and I was only spending ~2 minutes per each attack (time from torpedo launch to impact) in actual time. You're right, it does take some of the fun out of the game. I can't imagine a way around it though- if the game is easy enough for it to be done, it will be done. Luckily mods made encounters a little more challenging, diverse and worthwhile. In short order it will be the same for SHV. |
![]() |
![]() |
#2 |
Ocean Warrior
![]() Join Date: Dec 2005
Location: Norway
Posts: 3,234
Downloads: 11
Uploads: 0
|
![]()
I often look at Silent Hunter games like I look at Dwarf Fortress -- something you launch and get running, then just leave in the background while you work or browse the web or whatever.
That, and going from high to low TC in a hurry is a bitch on my slow-ish comp. Has ruined many an attack for me.
__________________
|
![]() |
![]() |
![]() |
#3 |
Sea Lord
![]() Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
Uploads: 29
|
![]()
1024 in transit, 512 or 256 when patrolling.
And, like many others here, never more than 32 after coming into contact with a target. |
![]() |
![]() |
![]() |
|
|