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Old 07-13-10, 02:04 PM   #16
Jimbuna
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Is that at the inlet?
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Old 07-13-10, 02:38 PM   #17
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Thought so. There was one advantage to it, though. The corvette that had been chasing me ran aground on the seaward side and couldn't follow me in.
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Old 07-13-10, 03:43 PM   #18
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How did you manage to get those three escorts ?
Didn't you save your campaign so you could return to a previous save, or is this not very sportsman like ?
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Old 07-13-10, 03:49 PM   #19
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How did you manage to get those three escorts ?
Didn't you save your campaign so you could return to a previous save, or is this not very sportsman like ?
Dead is Dead.
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Old 07-13-10, 04:34 PM   #20
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How did you manage to get those three escorts ?
I have become something of an expert at killing escorts. Really, if you want to game the game, the best thing to do when approaching a convoy is to run at flank speed and get the escorts' attention. As they charge at you, assuming you accurately identify them to get their keel depth, you can nail them each in turn with magnetics right down their throats. Even zig-zaggers stop, repeatedly, at 400m and go straight in, at which time you can quickly put a magnetic torpedo under them. I probably have a 95% success rate at picking off escorts.

However, on this attack, I was trying to be historically accurate, but I cut too soon to come back to the convoy's track after completing my end-around maneuver, and I did not make it inside the track of the starboard escort in time. He cut across my stern at about 1000m, and detected me.

Once he detected me I went flank and let him chase me, and I nailed him with a stern torpedo, as above. The lead escort came about, so I turned towards him and nailed him with a bow magnetic torpedo. Some other escort churned towards me through the convoy, and I nailed him, too.

Then I set about sinking merchant ships, and, when another escort was just about on me, I ran for the depths. Unfortunately, I did not realize I was in shallow water.

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Didn't you save your campaign so you could return to a previous save, or is this not very sportsman like ?
I did save prior to engaging the convoy, but I play "Dead is Dead", so I don't re-start if I die.

I never save after engagement because saving while any ship is within rendering range is a recipe for corrupt game saves.

Steve
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Old 07-13-10, 04:48 PM   #21
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I't could be so,

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I have become something of an expert at killing escorts. Really, if you want to game the game, the best thing to do when approaching a convoy is to run at flank speed and get the escorts' attention. As they charge at you, assuming you accurately identify them to get their keel depth, you can nail them each in turn with magnetics right down their throats. Even zig-zaggers stop, repeatedly, at 400m and go straight in, at which time you can quickly put a magnetic torpedo under them. I probably have a 95% success rate at picking off escorts.

However, on this attack, I was trying to be historically accurate, but I cut too soon to come back to the convoy's track after completing my end-around maneuver, and I did not make it inside the track of the starboard escort in time. He cut across my stern at about 1000m, and detected me.

Once he detected me I went flank and let him chase me, and I nailed him with a stern torpedo, as above. The lead escort came about, so I turned towards him and nailed him with a bow magnetic torpedo. Some other escort churned towards me through the convoy, and I nailed him, too.

Then I set about sinking merchant ships, and, when another escort was just about on me, I ran for the depths. Unfortunately, I did not realize I was in shallow water.



I did save prior to engaging the convoy, but I play "Dead is Dead", so I don't re-start if I die.

I never save after engagement because saving while any ship is within rendering range is a recipe for corrupt game saves.

Steve
but in 1939 or later before magnetics eels, I say it would more danger in the situation you serious hesitation
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Old 07-13-10, 08:31 PM   #22
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but in 1939 or later before magnetics eels, I say it would more danger in the situation you serious hesitatio
The game provides magnetic pistols from day one.

My experience is that the game models magnetic torpedo malfunctions by premature detonation. But they almost never pre-detonate within 1000m, and I don't think I've ever seen one pre-detonate within 500m.

Inside 500m, if you have the depth set right, they will go off just about every time. When I kill chasing escorts, I only fire at 400m, unless they are especially stupid and cruise straight in in a straight line. Even then I usually wait until they are 500m or less.

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Old 07-13-10, 09:22 PM   #23
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400m short distance..

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The game provides magnetic pistols from day one.

My experience is that the game models magnetic torpedo malfunctions by premature detonation. But they almost never pre-detonate within 1000m, and I don't think I've ever seen one pre-detonate within 500m.

Inside 500m, if you have the depth set right, they will go off just about every time. When I kill chasing escorts, I only fire at 400m, unless they are especially stupid and cruise straight in in a straight line. Even then I usually wait until they are 500m or less.

Steve
you have point there, if they are stupid it could be fine and smooth to hit
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Old 07-14-10, 09:37 AM   #24
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I saw in a documentary that the Germans had acoustic torpedoes, but they were not successful as after one day the British (or so) came with a solution for that, the magnetic ones were probably not so easily avoided.

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I did save prior to engaging the convoy, but I play "Dead is Dead", so I don't re-start if I die.
If you play DiD then you probably play with 100% realism as well.
(And missions with type XXIII sub never do any hostile actions, to be historically accurate).

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I never save after engagement because saving while any ship is within rendering range is a recipe for corrupt game saves.
I suppose these corrupt game saves are not meant to be a feature to keep you honest..
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Old 07-14-10, 10:42 AM   #25
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If you play DiD then you probably play with 100% realism as well.
Correct.

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(And missions with type XXIII sub never do any hostile actions, to be historically accurate).
I'm was in a Type IX. Not sure what the type XXIII has to do with anything?

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Old 07-14-10, 10:48 AM   #26
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Type IX,

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Correct.



I'm was in a Type IX. Not sure what the type XXIII has to do with anything?

Steve
is a solid ground to have,I use also the submarine,
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Old 07-14-10, 11:08 AM   #27
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If you play DiD then you probably play with 100% realism as well.
(And missions with type XXIII sub never do any hostile actions, to be historically accurate).
Are you sure about that?

http://uboat.net/types/xxiii.htm

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The first XXIII, U-2321, was launched from Deutsche Werft in Hamburg on 17 April, 1944, she was one of the 6 XXIII's that went on operational patrol around the British Isles in early 1945. U-4712 was the last one launched, on April 19, 1945.
The first XXIII to go out on patrol was U-2324 on 29 Jan 1945. The U-2336 under the command of Kptlt. Klusmeier sank the last ships sunk in WWII on May 7 when he sank two British freighters inside the Firth of Forth.
None of the 6 operational XXIII's (U-2321, U-2322, U-2324, U-2326, U-2329 and U-2336) was sunk by the allies during Jan - May 1945. 3 of these boats sank 4 ships for a total of 7,392 tons.
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Old 07-14-10, 12:08 PM   #28
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Some time ago I saw a documentary (on BBC or Discovery can't recall) where they stated that a sub of that last version went somewhere in the neighbourhood of Ireland and back to Germany undetected. I believe they even said it one did some rescue work. It came too late for deployment in combat missions. I understood. I'm sure your references are more accurate. It did sink ships then. Good news
Is it more difficult to spot in SH3/GWX compared to the other types? I haven't progressed very in my campaign so far.

"The XXIII was so crammed internally that she only carried two torpedoes and those had to be loaded externally in harbour, thus they lacked the offensive punch of their larger sister, the XXI Elektro boat."
Not very effective anyway.
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Old 07-14-10, 01:27 PM   #29
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There is a human-playable Type XXIII for GWX3.0 available from my FF account.
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Old 07-14-10, 03:17 PM   #30
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Correct.
And yet you 'drag' destroyers at flank speed when the periscope in real life was useless at more than about three knots. One, the vibration was impossible to deal with and two, at even higher speeds the tube could bend or even break.
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