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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Captain
![]() Join Date: May 2011
Posts: 489
Downloads: 106
Uploads: 0
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TDW, are there some instruction you could give us for staying alive? I intend to leave the difficulty untouched, to get the full experience you intended, so I'd appreciate it if you could share some of your tricks with us.
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#17 | |
Black Magic
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#18 |
Captain
![]() Join Date: May 2011
Posts: 489
Downloads: 106
Uploads: 0
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Thank you! It does seem that once you are detected, it's pretty much over, at least in my case. I find it extremely difficult to shake off my pursuers. The last time I played I sunk a warship for 13k tons, but then seven destroyers all converged on me. One of them was almost motionless on the surface, it just sat there pinging me while the others used his signal (I guess) to locate me and depth charge me to pieces. I tried running at 0.5 knots and dropping down to 150 meters, and using decoys, but it didn't do any good unfortunately. Seems that the only defense is not to get detected.
I watched some of stoianm's tutorials, and it definitely seems like a good idea to attack escorted targets from a great distance, and to fire torpedoes with the intention of sinking them while they are at your (for example) 350 bearing, and not your 0 bearing (if you're using the fast 90 technique), because if you fire when the target is on your 0 bearing you don't have enough time to escape while the escorts are rushing to inspect. I hope I understood that correctly. |
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#19 | |
Black Magic
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The unit sitting there motionless is the Director. His purpose is to just listen and direct the others to you. He is your worst enemy. The director is only present in HK groups of greater than a certain size. Once a director 'latches' onto you it's pretty much over. That was the purpose of HK groups though - hunt and kill uboats. |
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#20 | |
Grey Wolf
![]() Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
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#21 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
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Which mod adds flares and searchlights?
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#22 |
Grey Wolf
![]() Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
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#23 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
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That's odd. I have FX mod, but don't get any flares or search lights or sirens.
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#24 |
Black Magic
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#25 | |
Grey Wolf
![]() Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
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http://www.subsim.com/radioroom/show...&postcount=275 EDIT: ahh, it's in the ships .eqp file..., not the zones.cfg (everything else is right tho). Must be an old post, still worth looking in the code though, or as TDW says it might be overwritten by something else? |
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#26 | |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
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That's odd. Just had a tanker shoot up a flare. o.O Last edited by kylania; 11-05-11 at 12:17 AM. |
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#27 | |
Navy Seal
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![]() Only the LL and large steamers will fire a white star shell and sound whistles. This happens when you are spotted by them. The red flare is fired by most ships when sinking ![]() |
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#28 |
Nub
![]() Join Date: Sep 2009
Posts: 2
Downloads: 39
Uploads: 0
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Hello,
Just got into using the mods. Quite overwhelming. Regards Huovi |
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