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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Captain
![]() Join Date: Sep 2013
Posts: 542
Downloads: 70
Uploads: 0
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Surfaced, your sonar guy SHOULD be useless ... as your sonar only works submerged. Couple that to cavitation of at high speed and he will again be fairly useless.
You dont drive a sub over to the enemy and blast away at it to then drive on. This is not GTA. You get the clue that smoke is on the horizon .. depending on the weather, this will be barely visible through UZO or attack scope. You plot the bearing at around 15km ... and start moving in that direction, and take another bearing 5 mins later ... repeat 5 mins later, given the 5 minute interval, we know we are looking for even spaces between those lines to give us a course. We can now guestimate a speed and plot an intercept course. As soon as we have a visual, that means they can see us too. So ideally, we submerge. You'll quickly notice that unless it's a convoy, chasing targets is not gonna work unless they are unarmed and no friendly bases/carriers/destroyers are near. Being a subcaptain is all about planning ahead based on limited data and geometry. TC should not be used at high levels when surfaced with enemy contacts near. That's just silly. |
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#2 |
Captain
![]() Join Date: Sep 2013
Posts: 542
Downloads: 70
Uploads: 0
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Also, hydro is bugged in stock version. You need to use the Generic Patcher to fix him. Cant easily search for link on current puter, look for it in the mod workshop.
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#3 | |
Gefallen Engel U-666
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