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Old 03-30-23, 06:57 AM   #1276
FUBAR295
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Originally Posted by Fifi View Post
I will think about it They don’t all have spot lights you know.
I could easily turn off spot lights on all remaining merchants …
Have to take a decision
What others guys do you think ?

I say no searchlights on merchants.
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Old 03-30-23, 07:52 AM   #1277
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Originally Posted by FUBAR295 View Post
I say no searchlights on merchants.

I agree with FUBAR295.
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Old 03-30-23, 08:38 AM   #1278
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Possible to have them only on armed merchants?
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Old 03-30-23, 08:38 AM   #1279
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Originally Posted by FUBAR295 View Post
I say no searchlights on merchants.
I agree turn them off
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Old 03-30-23, 11:44 AM   #1280
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Quote:
Originally Posted by FUBAR295 View Post
I say no searchlights on merchants.
Quote:
Originally Posted by GrenSo View Post
I agree with FUBAR295.
Quote:
Originally Posted by Dieselglock View Post
I agree turn them off
When the old NYGM fans are speaking … I must agree!

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Possible to have them only on armed merchants?
… they are at 90% armed since 41…
No, I will turn them off, that’s better to the unanimity

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Old 03-30-23, 01:30 PM   #1281
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Question for FIFI is the Type IX narrow hull "Schnelltauchback" featured in this mod. I never have made it far enough to see.
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Old 03-30-23, 01:56 PM   #1282
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Please remove all searchlights from the merchants. They did not have those in the war. The first thing I do after downloading a mod (Fifi's, OneAlex) is to use a java program to remove all of those....

Also I hacks the width of the swimlanes (SPACING=) in the campaign.rnd file making it around 1 km and make different sensors for destroyers, warships and merchants. This allows for nightly surface intake from inside the convoy in Kretschmer style.
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Old 03-30-23, 02:51 PM   #1283
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Please remove all searchlights from the merchants. They did not have those in the war. The first thing I do after downloading a mod (Fifi's, OneAlex) is to use a java program to remove all of those....

Also I hacks the width of the swimlanes (SPACING=) in the campaign.rnd file making it around 1 km and make different sensors for destroyers, warships and merchants. This allows for nightly surface intake from inside the convoy in Kretschmer style.

One gripe I have always had with the SH series is how close together the ships columns are in the convoy's.
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Old 03-30-23, 04:21 PM   #1284
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Armed merchants probably had (small) searchlights, but probably didn't use them when sailing into convoys... this is just my opinion.


Quote:
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One gripe I have always had with the SH series is how close together the ships columns are in the convoy's.

What was the distance between each ship in a convoy in reality ?
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Old 03-30-23, 09:17 PM   #1285
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Originally Posted by Fifi View Post
they are at 90% armed since 41…
No, I will turn them off, that’s better to the unanimity





whats your thoughts on the sinking without zero speed effect that NYGM has?



Silent running sinking effect that occurred from the bilge pump being turned off is super realistic IMO.No way to pump water out and the bilge starts filling and more rapidly the deeper you go.


That said I feel that coming to a complete stop and maintaining depth should be possible because of the negative tank.In a real world sub when the ballast tanks are filled the subs have slight positive buoyancy (done opposite in NYGM).The sole purpose of the negative tank is to be able to counter this slight positive buoyancy,whether for faster crash dive or to maintain a set depth.....


I am just not sold on this sinking when stopped function of NYGM.I would as a captain order to maintain periscope depth and so the negative tank would be filled and drained to maintain and being right at surface at periscope depth I would think not much compressed air is needed to pump air into this small tank.Just wondering is all......
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Old 03-31-23, 12:13 AM   #1286
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[QUOTE What was the distance between each ship in a convoy in reality ?[/QUOTE]

It is my understanding that it varied due to the size of the convoy and the weather. From the data I have read it seems 1000M was quite common between columns.
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Old 03-31-23, 12:30 AM   #1287
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Originally Posted by Wolfstriked View Post



whats your thoughts on the sinking without zero speed effect that NYGM has?



Silent running sinking effect that occurred from the bilge pump being turned off is super realistic IMO.No way to pump water out and the bilge starts filling and more rapidly the deeper you go.


That said I feel that coming to a complete stop and maintaining depth should be possible because of the negative tank.In a real world sub when the ballast tanks are filled the subs have slight positive buoyancy (done opposite in NYGM).The sole purpose of the negative tank is to be able to counter this slight positive buoyancy,whether for faster crash dive or to maintain a set depth.....


I am just not sold on this sinking when stopped function of NYGM.I would as a captain order to maintain periscope depth and so the negative tank would be filled and drained to maintain and being right at surface at periscope depth I would think not much compressed air is needed to pump air into this small tank.Just wondering is all......
It is my understanding that the negative was flooded when traveling on the surface to allow for fast diving when planes were set to dive position and the ballast tanks were vented. Once the dive was underway and at around a depth of 20m the negative was blown otherwise the boat would be overly negative when the main ballast tanks were flooded. I think the boat would have to be negative to stay submerged. I have read that good planes men were necessary to keep selected depth. This would have to necessitate some forward motion. The tanks could be adjusted for the amount of negative or positive buoyancy but the planes seem to be the most logical to maintain pitch control.
I personally like the negative buoyancy in NYGM.
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Old 03-31-23, 01:20 AM   #1288
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Quote:
Originally Posted by Dieselglock View Post
Question for FIFI is the Type IX narrow hull "Schnelltauchback" featured in this mod. I never have made it far enough to see.
Nope...but i could eventually try to add it...some day
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Old 03-31-23, 02:22 AM   #1289
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Originally Posted by Dieselglock View Post
It is my understanding that the negative was flooded when traveling on the surface to allow for fast diving when planes were set to dive position and the ballast tanks were vented. Once the dive was underway and at around a depth of 20m the negative was blown otherwise the boat would be overly negative when the main ballast tanks were flooded. I think the boat would have to be negative to stay submerged. I have read that good planes men were necessary to keep selected depth. This would have to necessitate some forward motion. The tanks could be adjusted for the amount of negative or positive buoyancy but the planes seem to be the most logical to maintain pitch control.
I personally like the negative buoyancy in NYGM.

I think your right in that the negative tank being mainly for dive and quickly filled with air.Reading more into it a sub is very unstable in buoyancy.Food eaten,fresh water consumed,diesel fuel used and even weather all play into buoyancy and completely filled main ballast tanks can be negative or positive buoyancy with the above stuff taken into account.


Basically its hard to balance depth with ballast tanks alone in a sub as buoyancy constantly changes.Ok carry on fine folks
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Old 03-31-23, 05:10 AM   #1290
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Quote:
Originally Posted by Dieselglock View Post
Question for FIFI is the Type IX narrow hull "Schnelltauchback" featured in this mod. I never have made it far enough to see.




Should be available next update as add on mod when playing IXC/IXC40 career...
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