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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | ||
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
Posts: 4,904
Downloads: 304
Uploads: 0
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![]() Quote:
Quote:
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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My site downloads: https://ricojansen.nl/downloads |
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#2 | |
Mate
![]() Join Date: Jan 2010
Location: Hamburg Germany
Posts: 53
Downloads: 23
Uploads: 0
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![]() 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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#3 | |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
Posts: 4,904
Downloads: 304
Uploads: 0
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![]() Quote:
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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My site downloads: https://ricojansen.nl/downloads |
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#4 |
Sailor man
![]() Join Date: Mar 2010
Posts: 44
Downloads: 67
Uploads: 0
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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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#5 |
Lieutenant
![]() Join Date: Nov 2006
Location: St. Petersburg, Russia
Posts: 264
Downloads: 72
Uploads: 0
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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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