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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Bosun
![]() Join Date: Apr 2009
Location: Warsaw, Poland
Posts: 66
Downloads: 53
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Thanks GoldenRivet, I guess many of us wanted to check this but it took a person less lazy than average to do so
![]() Thanks!
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#17 |
Subsim Aviator
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thanks guys, it was no problem, i rather enjoyed it
![]() its interesting though... perhaps someone could figure out a way to reduce crash dive time or something if you DO have the helmsman qualified petty officers working the controls. ![]()
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#18 |
Fleet Admiral
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Nice work on the testing GR. Looks like the helmsman qual is a WOFTAR.
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#19 | |
Subsim Aviator
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![]() Quote:
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#20 |
XO
![]() Join Date: Nov 2007
Location: Canada
Posts: 424
Downloads: 45
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Personally, I think the GoldenRivet recorded diving times are good and reflect a 750tons submarine physic. I mean, your boat needs flooding ballast tanks and operate dive planes.. it takes a physical time! ..even in presence of the most skilled crew! you can't expect to get onboard tons of water in just one millisecond.
About the torpedo launch delay, I was surprised about that and it can be really affected by the crew skill.. so it's a good realism note by Ubi! I'm wondering whether a skilled crew can maintain better or better stabilize the depth in rough sea... ![]() |
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#21 |
Subsim Aviator
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according to some books i have read, the crew skill can make a difference.
keeping the boat level under the water comes from a combination of trim tanks and dive planes. if your crewman is a super newbie at operating all the valves for trim tank management it can take some additional time to get the boat level and keep it there. while i agree with you about the amount of time it takes to get 750 tons of steel motivated to dive, i do feel that crew experience and skill should make a difference of a few seconds in a crash dive situation... otherwise why practice? if your command room crew knows exactly what to do when the alarm bell goes off vs. a crew that is experiencing a crash dive scenario for the very first time, it will likley equate to at least 5 to 10 seconds sliced off your dive time. I also wish there was some sort of way to save another 2 seconds on dive time by moving as much crew as possible forward. perhaps in the next version?
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#22 |
XO
![]() Join Date: Nov 2007
Location: Canada
Posts: 424
Downloads: 45
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perhaps!
About depth keeping, when I was on a IIA in '39, my green crew had always difficulties to keep the depth in a stormy weather, breaking the surface with the turret! I had a feeling when I put a more experienced crew, this holding was better.. but I'm not sure, we need to test it! |
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#23 |
Weps
![]() Join Date: Apr 2008
Posts: 359
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I always have one helmsman-rated petty officer as well. I used my boat to train u-boat captains. The sub-lieutenants spend 4 patrols before a new patch comes in. So I always have rookie officers. But my petty officers on the other hand, are all veterans (except the few replacements forced upon me by SH3 Commander)
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