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Old 01-11-11, 06:20 PM   #1
Pisces
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Quote:
Originally Posted by Trevally. View Post
Quote:
Originally Posted by GertFroebe_neu View Post
...
How did the german uboat-commanders guess the speed? They did not have a selfupdating map ?


cheers
Marc
I forgot to respond to that last question. With some periscope models (I don't know if all had it) very similar to this method shown by Trevaly :

http://www.uboot995.homepage.t-onlin...e_im_raum.html

I'm sure the German language is up your alley.

(if you mind, could I entice you to write a translation for this person? My german is barely adequate.
http://www.subsim.com/radioroom/show...8&postcount=14
)
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Old 01-12-11, 07:07 AM   #2
GertFroebe_neu
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Originally Posted by Pisces View Post
I forgot to respond to that last question. With some periscope models (I don't know if all had it) very similar to this method shown by Trevaly :

http://www.uboot995.homepage.t-onlin...e_im_raum.html

I'm sure the German language is up your alley.

(if you mind, could I entice you to write a translation for this person? My german is barely adequate.
http://www.subsim.com/radioroom/show...8&postcount=14
)
German is no problem. I do even know the websites creator personally.

btw.: If I'd play the game realistically my own speed could not be 0 knots when submerged, because it would be impossible to hold periscope depth very long. But that's just details
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Old 01-12-11, 07:27 AM   #3
Pisces
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Originally Posted by GertFroebe_neu View Post
German is no problem. I do even know the websites creator personally.

btw.: If I'd play the game realistically my own speed could not be 0 knots when submerged, because it would be impossible to hold periscope depth very long. But that's just details
Well, what do you know. Small world. Is he also familiar with the SHx series? Or even a member here?

If you don't want to be stationary then read my recent post 9 in this thread. You can move, but requires you turn the bow of the boat in front of the target and set periscope along the uboat centerline (0 or 180 degree bearing).
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Old 01-12-11, 12:29 PM   #4
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Default I love this thread.

some one needs to make a chart of the various ways one can get target information like speed, AOB, range, class and the like , and the benifits and limitations of each as it applies to the game. (ship mast heights being wrong) and various things like that. casual gamers need to find the simplest ways to get torps on target, and serious sim folks need a tool box of tips and tricks and skills to build a firing solution from limited information and often under the time crunch of the much shorter ranges that running the numbers often results in. it can be done and nothing is as satisfying as getting it all right and seeing the results of doing it "right". and proper id of a ship gives you a wealth of information to work with, if you know how to use it. but when I am playing as often as not I am ready to shoot but cant tell if the ship I am ready to sink is friendly or hostile till I see the flag on the mast.
is it sad that I often have a valid solution with out having a clue of what class ship I am hunting. ( often lone merchants on the open sea useing passive sonar hunting ).
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Old 01-12-11, 04:40 PM   #5
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Ships are big. So if you are close to her and rather short on time for proper calculation (very bad weather or dark night or whatever) - guess 10 knots for merchants and 15 knots for warships, for destroyer in attack run guess 30 knots. It will do 85% of time.
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