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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | ||
Engineer
![]() Join Date: Jan 2012
Location: The Netherlands
Posts: 216
Downloads: 34
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#2 |
Stowaway
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Commander will allow the settings to change by year.
Not sure if it's included as I'm not a Commander expert so I'll expect others to answer that. |
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#3 | |
Loader
![]() Join Date: Sep 2006
Posts: 84
Downloads: 66
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My older brother followed in our uncle's footsteps by attending the US Coast Guard Academy, after he got to accompany Uncle Jim as a supernumerary on a cruise from New Jersey to Bermuda when he (my brother Jim) was 14 years old. After my brother graduated in 1967 (valedictorian -- perpetual overachiever) one of his first postings as a junior officer was aboard a US Navy destroyer that was primarily tasked with "air-sea rescue", largely picking up pilots who'd had to punch out over water. My brother also rotated through several departments, including as an ASW fire director (or whatever it was called), typically recommending action to the "real" Weps guy, who'd approve or change the order, then allow Jim to give the order. They also spent a little time shelling the North's coastline with their li'l 5-incher. Turns out that the North Vietnamese had *very few* subs (D'oh!) so they just burned up a few salvos as training. Their ship had hedgehogs, which I'd never heard of at the time. He described their function, and also that their shape was more nearly teardrop than barrel-like, which kept their downward path more "true" and also allowed them to drop faster. He said the idea was to be able to drop them in a pattern very close to where a suspected submarine lay (or was moving) to increase their chance that one or more would directly impact the target. I, like the OP in this thread, had often wondered what the rate of descent was for regular ash cans and hedgehogs, and I see from this quoted post that the latter are given a greater speed. It's neat to see the level of detail in this sim; every day I find something else that's new (to me, anyway) and way cool. BTW, sorry I've been gone so long. It took me awhile to rebuild my main PC that could run GWX with a frame rate greater than 0.2 FPS.... 73, -- Zygoma --
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If it's long and dark green and its bite makes you scream, that's..... a Moray. ![]() 7/5 of adults don't understand fractions. I'm told that two things can be reliably predicted to fail with increasing age. The first is memory. I can't remember the other right now. |
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#4 |
Stowaway
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I have exchanged many PM's with alot of the Guys doing different Mods over the years.
I know that each of them set things as to that persons determination of Real life Stats to what works in SH3. SH3 lacks a massive amount of reflection of 'real life'. So each of Us adjust as to the guidelines we have adopted. NYGM, LSH, GWX, WAC, whatever! Each is a Golden amount of work by some really knowledgeable people! Different views on somethings makes each a great way to play SH3 in SO many different ways! I mostly love that many innovations are released as cross-mod compatible. The stuff from LSH to GWX is a Hall Mark to me anyway. ![]() |
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#5 | |
Engineer
![]() Join Date: Jan 2012
Location: The Netherlands
Posts: 216
Downloads: 34
Uploads: 0
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![]() Back to the topic at hand, I was surprised nobody commented on what you said about SH3 commander being able to change DC drop speed. Commander isn't able to do that, right now. There have been some mods that adressed it. Jungman made one with an average of 4,5 m/s for example. |
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depth charges |
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