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Old 09-14-11, 05:06 AM   #16
Almost_Saint
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http://www.subsim.com/radioroom/show...59&postcount=2
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Old 09-14-11, 06:01 AM   #17
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Almost_saint posted a pretty good description of the winning criteria. If you want, I can tell you how to edit the mission to make it easier to win. (Or, if you don't even want to try anymore, you can easily edit it so you win immediately. :-)
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Old 09-14-11, 12:31 PM   #18
Molon Labe
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I think part of the problem can be seen on the mission status report. You shouldn't have any kills in this mission... kills implies firing weapons, and weapons being fired in a confined areas where the ships don't have room to manuever would explain the collisions and running aground.

Other than the attack you're specifically ordered to perform, weapons tight. And that will help the mission play out as the designers intended.
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Old 09-14-11, 01:29 PM   #19
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The problem with that is that it's nearly impossible to remain undetected, and once you're detected, a fight is pretty much inevitable.

At least, I maintain that if remaining undetected is feasible, the strategy for doing so is non-obvious to a significant number of players, including myself. Creeping around at maximum depth and 1 knot isn't enough -- I've tried. :-) If it's easy for you to remain undetected on that mission, you could share tips for doing that, which might be pretty eye-opening for the rest of us.
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Old 09-14-11, 02:17 PM   #20
Molon Labe
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I just did two runs. Screwed up the first by missing with the SOF raft, second was routine... no counterdetections. Stock DW.

Oh, and most if not all of the surface traffic that needs to be identified is visible from the periscope from mission start.

Maximum depth might be counterproductive. My speed ranges from 4 to 8 knots in this, except for launching the SOF team.

replay: http://www.commanders-academy.com/fo...3&d=1316027809
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