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Old 08-12-14, 06:57 AM   #16
alexander22
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Alright, sounds great, tough i might go to 300M, maximum if so, its rather scary hearing the hull burst!
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Old 08-12-14, 03:46 PM   #17
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Hmm ... I seem to have written 300 feet, not 300 meters.
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Old 08-12-14, 11:43 PM   #18
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The AI with or without TMO is too easy, I can walk over it with 100k+ tons on a patrol. The only real challenge is trying to make the most out of the torpedoes. Taking away contact updates and auto targeting just means that time is slightly less compressed, I still only fight undefended merchants at 500 yards.
Based on the technological disparity I would conjecture that the Allied submariners had it a lot easier than their German counterparts, and frankly any true attention to realism will be void of challenge. I'd rather see all of the merchant ships in convoys with 8+ escorts with radar detection and planes chasing after it. Or I can play Aces of the Deep.
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Old 08-13-14, 12:48 AM   #19
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Some of us still do!
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Old 08-13-14, 07:03 AM   #20
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Welcome Aboard FSaved
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Old 08-13-14, 12:37 PM   #21
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A warm welcome ‘FSaved’ to the Subsim family.

You will always find someone here to help you.

Link to my SH5 – SH4 posts:

Step By Step Tutorials & How To Do It

Also Included Are Some Useful Download Links

http://www.subsim.com/radioroom/showthread.php?t=211804

I am playing TMO light and the AI is supposed to be a little easier than the full version.

My first enemy encounters as against using other interfaces is that I would still say is pretty aggressive especially if you are in the right place at the wrong time.

Taking on a convoy or task force at 1,000 yards can be suicidal.
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Old 08-14-14, 01:43 AM   #22
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Quote:
Originally Posted by alexander22 View Post


Changed the system now, its ridiculus how i only went to 80m xD, but now heres another question, how deep can the Gar go? I heard manually clicking the Depth Gauge in the control room allows for deeper depths, but im not sure historical info helps much, is the Trigger Maru that accurate? According to what historical info told me, 250 is max/emergency depth.
I think the Gar had a test depth of 250 ft. However, there was a safety factor in this, so they could actually go deeper. TMO, and the other mods model this.

That said, if you suffered 50 % hull damage, and were lucky enough to survive, I would go straight home, and not look for trouble.


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Old 08-14-14, 07:12 PM   #23
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Attacking a convoy might be a problem, but I wouldn't know in patch 1.4 or TMO 1.9 because it's full of undefended merchants. I mean I can just sit there with the scope raised firing one torpedo at a time. Maybe 20 minutes later they'll send a laughable airplane after me.
The only challenge I got in about 15-20 hours is I attacked a 2 destroyer, 1 light cruiser task force and got a handful of depth charges but that was it and I got the cruiser.
Is it significantly better with the expansion and TMO 2.5? This is why I only play old games, because they're more likely to have their issues ironed out and pay more relative attention to substance.
I'm going to give Silent Service 2 a try, I remember the first one giving me nothing but convoys on the C64 (as Aces of the Deep does, at least in later periods).
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