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Old 10-18-09, 06:47 PM   #16
Seeadler
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Originally Posted by Redeagle View Post
Play DC and you can only drop a few and run out before finding the correct depth. Maybe it's my fault, but it wasn't fun.
There was a way with DC, to determine the depth mathematically. You had need only two or three good sonar signals in turn and perform a calculation based on Pythagoras. When the sub has not changed dramatically the depth until you drop your depth-charges, you have taken it (sometimes with a hit directly onto the tower).

I still remember the outcry of online sub players as in the Eagle-League forum this procedure was announced and practiced it in online training sessions for the members.
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Old 10-19-09, 02:46 PM   #17
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maybe a destroyer command would work as an ad-on for sh5 because it would bring in revenue and i think if its done as an ad-on it would make life a lot easier on them to make a DC2 using the sh5 engine.

Last edited by Webster; 10-24-09 at 11:56 AM.
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Old 10-19-09, 03:18 PM   #18
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Originally Posted by Seeadler View Post
There was a way with DC, to determine the depth mathematically. You had need only two or three good sonar signals in turn and perform a calculation based on Pythagoras. When the sub has not changed dramatically the depth until you drop your depth-charges, you have taken it (sometimes with a hit directly onto the tower).

I still remember the outcry of online sub players as in the Eagle-League forum this procedure was announced and practiced it in online training sessions for the members.
Yes, i liked it !

it enabled us using original Hunter Killer Tactics...

...as active sonar was modelled like the real beam and its limitations (also limited down angle). So you only needed someone who tracks the sub from a good active side angle (high profile). He than slowly came closer and closer, rdy to note, at which distance active sonar was breaking up. After getting this distance, we only needed to compare this data with a predefined table, in which we found the regarding dept for the distance. As reporting enemy dept to your mates, make shure to update also subs position, by sending contact report via radio. DD´s than deptcharged the hell of a carpet arround estimated subs position, to cover possible evading maneovers and so on.

...it was a real pleasure, as you had to do teamwork with good communication and discipline to sink a skilled Kaleunt. Also take in account, got hunted by humans make a real difference regarding admosphere and immersion especially for the mate below the surface.

This realy is, what your buddys are missing in a single or coop game... a real hunter / hunted fever
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Old 10-19-09, 07:30 PM   #19
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I too miss the DC/SH2 days. But I also miss Destroyer Command itself. I would love to see a companion game with a full-blown career of escorting convoys in anything from a corvette to a destroyer, complete with crew and interiors, and hopefully British voices.

But I realize that it will probably never happen, and as a substitute I too would settle for a multiplayer-only escort add-on that let us fight it out.
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Old 10-19-09, 08:09 PM   #20
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Originally Posted by Sailor Steve View Post
I too miss the DC/SH2 days. But I also miss Destroyer Command itself. I would love to see a companion game with a full-blown career of escorting convoys in anything from a corvette to a destroyer, complete with crew and interiors, and hopefully British voices.

But I realize that it will probably never happen, and as a substitute I too would settle for a multiplayer-only escort add-on that let us fight it out.
To mind same thought
I told almost the same to the Devteam at the subsim meeting.
In an another way offcourse.

Markus
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Old 10-19-09, 08:41 PM   #21
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They said that if SH3 sold enough they might consider a DC2...SH3 was a sleeper hit, sold more than they would have ever thought(though still not as much as they would have wanted)...but DC2 never even came up. I just dont see DC2 being anything even close to bein on their radar.
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Old 10-20-09, 04:28 PM   #22
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I also posted that idea on Ubi-forums nearly exactly a year ago. The answer was

"Geschrieben am 17.10.2008 01:18 17.10.2008 01:18
Gar nicht einfach....ich trag das mal weiter


Carsten"


translation (more or less ) Not that easy...i will talk about it.
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Old 10-21-09, 03:20 PM   #23
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I think that we have patience with the Chinese's WSM-mod.

Sooner or later we have dc2 by that great modder.
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Old 10-22-09, 09:23 AM   #24
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Originally Posted by java`s revenge View Post
I think that we have patience with the Chinese's WSM-mod.
...or say "Good Bye" to Ubi and wait for next Battlestations, more open and more adapted for SH2/DC players...
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Old 10-24-09, 04:24 AM   #25
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Our best bet for a surface sim may actually not be Ubisoft who are obviously basing their development purely on the sales of the Silent Hunter series but rather in Akella taking the PT-Boats engine up to the destroyer level or alternatively petitioning Jutland developers Storm Eagle to add simulation features to a future Task Force 1942 like WW2 Solomons/Guadalcanal game etc. As for Battlestations Pacific it is a good game but definitely not a realistic simulation, not very moddable and Eidos support for the game once released has been a total joke. Also lets not forget also that our old friend EAST may comeup with something in the near future, he is still plotting and planning a new game.

As for Ubi It really is a shame that they have so far chosen not to pursue a DC2 when they already have a prebuilt world, models and some weapon/sensor systems ready to go from SH3/4/5. I think the main problem was the original DC was released far too soon and in poor shape to damning reviews and poor sales. With a little foresight and faith and an SHIII style revamp I'm sure a DC2 could be a big hit for them. Perhaps its up to the community to make it's demand known?
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Last edited by Sonarman; 10-24-09 at 04:53 AM.
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Old 10-24-09, 04:55 AM   #26
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OP: Could you please learn how to make new topics? Destroyer Command 2 !!!! makes every one thinks it's an announcement. I clicked on it, but I did not want to go through another DC2 circlejerk.
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Old 10-24-09, 08:15 AM   #27
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If any of you guys haven't voted yet, here's a little poll for ya:

http://www.subsim.com/radioroom/show...=156571&page=3

Cheers
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Old 10-24-09, 11:33 AM   #28
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Quote:
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If any of you guys haven't voted yet, here's a little poll for ya:
please dont spam somone elses thread to redirect them to your own

its not polite
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Old 10-24-09, 11:58 AM   #29
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Quote:
Originally Posted by GlobalExplorer View Post
OP: Could you please learn how to make new topics? Destroyer Command 2 !!!! makes every one thinks it's an announcement. I clicked on it, but I did not want to go through another DC2 circlejerk.

no need to be harsh just because the topic is a source of frustration for you, we have all made poorly worded thread titles before.

i guess it is a little missleading so i'll send him a PM and offer to edit it if he wants me to
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Old 10-24-09, 03:40 PM   #30
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Quote:
Originally Posted by JScones View Post
Someone can correct me if I'm wrong, but I'm sure I read recently (wish I could remember where) that (during WWII at least) the USN fired their ship guns in unison but the RN fired theirs in alternate, for aiming purposes.
During ranging a single shot might be fired to judge the range, or a ladder of shells spaced a known distance apart (only the Germans fired ladders in WW1, but by the second war everyone was doing it).

Once the range was confirmed battleships fired salvos: the left barrels of each turret fired, then the right, then the middle if they had one. Full broadsides were rare.

On ships with single guns in each turret the salvo of necessity was also a broadside. It was easiest for the Fire Control Officer to line them up and press the button (or blow in the tube in the Germans' case). That way the shells all arrived in a group and the FCO could judge how close they were by the grouped splashes.
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