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Old 03-19-15, 08:49 PM   #1
TorpX
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Quote:
Originally Posted by rainChu View Post
These are a few of the questions I'd really like answered:
  • When do I dive/surface? Should I remain under for as long as possible and only surface when I must, or dive when I get a sighting?
  • When do I fire a torpedo? I have the game manual, which covers manual operation of the TDC in SH I, which I would like to learn myself (My accuracy with it manually is pretty terrible, but I have the basics down), but what's a good range to fire from? And when do I resort to the deck guns?
  • What's the best way to avoid enemy pursual? And enemy fire/depth charges? How should I avoid enemy sonar?
  • How should my strategy change as technology advances?
It's been a long time since I played, but I'll try to answer your questions.

#1. You can either make a submerged patrol during the day, and recharge batteries at night, or stay surfaced all day. If you are in a dangerous area (meaning airplanes), I would make a submerged patrol. You should usually dive at first sight of enemy ships/planes.

#2. I think you should do ok from 500 to 1500 yds., which was what skippers historically preferred. I would take longer shots as I learned the art of plotting, but it would depend on circumstances. Sometimes a long shot is all you can get. Don't expect every attack to succeed. Also, you should use a spread. RL skippers did, so should you.

#2b. (Guns) Only use guns on things that can't shoot back. However, they are overpowered, so you can sink stuff with them.

#3. For heavily escorted ships, attack from longer range, dive after launch, or make night attacks on surface (this works better with radar). Going deep works better in SH1 than SH4, I think.

#4. I don't recall much about this; I mainly played early war.

Some of the things that helped me in the game:
Understanding the use of the Normal Approach Course.

Taking advantage of Radar, when I got it.

Plotting.... lots of plotting......

Don't use high TC. I was told there is a bug in the game, where you are always detected at high TC.

DO NOT patrol on surface during the day, where enemy aircraft are present (without SD Radar). They will come upon you very quickly. Even if you get under before they bomb you, or they miss, they can vector enemy destroyers to your location.

Don't expect to understand everything right off the bat. Part of the fun of the game is learning things as you go.




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Old 03-19-15, 08:55 PM   #2
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Old 03-20-15, 05:46 AM   #3
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A Warm Welcome To The Subsim Community > rainChu
You Will Always Find Someone Here To Help You
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http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119
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Old 03-21-15, 03:41 PM   #4
XenonSurf
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Quote:
Originally Posted by TorpX View Post
(...)

Don't use high TC. I was told there is a bug in the game, where you are always detected at high TC.

Hi TorpX,
you are giving interesting detail here
But what do you mean with the above, do you mean High Persiscope during patrol? This may enhance the range of sight considerably to your advantage.
Thx to clarify,
XenonS
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Old 03-25-15, 10:22 AM   #5
XenonSurf
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Ah, TC = Time Compression
I think x16 is ok, x32 will 'magically' make the escorts return directly over my position.

As I played again a career with 95% realism I discovered some oddities in game play (In Realism, I leave the depth under keel gauge active to compensate for the patrol map that lacks precise depth data, contrary to real skippers which probably had much better data. This will only cost me 5%).

Here some additional notes:

Straights:
You cannot navigate through some narrow straights (e.g. Sea of Japan) because the depth under keel is not enough even when surfaced. The only way to find out about those straights is to do some recon after setting up a hand-made mission (with the editor).

Bug: Escorts are not aggressive when you do surface escapes:
If you are further away than 2000 yards, escorts that have spotted you and are heading towards you will not fire, but you can fire at them with your deck gun... about 8 hits will reduce their speed enough so you can escape. At some point make a 60° turn to see if they will follow you, if not they have lost contact and go on straight for quite a while.
So, for realism, just DON'T DO all this and dive if they spot you.

Visibility:
Your sub's visibility is not just a factor of your speed, aspect angle and weather/sea conditions. Good trained escorts may spot you at much further distances even at night. As said above be careful with moon light.

Bug: Magic periscope:
You can raise your periscope after dawn / sunrise and still see something (the map will also show precise ship positions).
Bud Gruner clearly stated that scopes were useless at night. Again, for realism, DON'T USE YOUR SCOPE at night.

Bug: Ship ID book
This is well-known: don't leave your ship ID book open or the game will crash (Commander 1.3 edition).


XS

Last edited by XenonSurf; 03-25-15 at 10:51 AM.
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Old 03-25-15, 07:16 PM   #6
TorpX
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I certainly agree with the guns complaints. The guns were way too powerful, and could be fired in rough seas. They aren't much better in SH4, really.
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