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Old 10-26-15, 06:40 AM   #1
Fader_Berg
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Quote:
Originally Posted by LGN1 View Post
But I would love to see any clear evidence that u-boats used (or did not use) RWR to detect/find/shadow ships. And information about which antenna provided bearing information and which didn't.

Regards, LGN1
I know very little about these things and I'll trust you as an enthusiast. If you haven't found anything so far, then maybe its because they never used it that way.
I haven't played much with radar either, so I don't really know how it affects the game play.
I'll put it on the wishlist, and we'll see if I manage to find anything while examining the code.
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Old 10-26-15, 09:59 AM   #2
sublynx
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Here's a line from the KTB of U-466 from June-August 1943:

Dived for detection on 134 cm wave, 2 second impulses, recurring. Skilled operator. [Used radar] sparingly.

http://www.uboatarchive.net/KTB466-3.htm

The allied started switching their radars off now and then while approaching the U-boat to lessen the possibility of getting detected by RWR. Maybe this could be randomized somehow in order to have the crewmen sometimes miss the approaching airplane/destroyer altogether?
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Old 10-27-15, 03:49 PM   #3
LGN1
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Hi,

my guess is that a RWR was never used to shadow/detect ships. Indications for this are: a) I have never seen any source mentioning such a use, b) bearing information would be very important for this and it seems that bearing information was never much of a concern in the development of RWR, and c) ship's radar was always ahead of airborne radar in terms of wave-lengths.

If my guess is true, my workaround with the RWR height simulates real-life performance quite well ---> there are more important issues to tackle

Regards, LGN1
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Old 10-28-15, 02:44 PM   #4
Fahnenbohn
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Quote:
Originally Posted by padi View Post
Another idea:
What's about sending and receiving messages in periscope depth if the Antenna was extended before?
I see :

Quote:
Originally Posted by Sphere View Post

Сompletely forgot. This is my first model for the game.
Animated retractable antenna, but not functional. Alas, transmit messages from periscope depth impossible. It is hardcoded in the game. But you can raise and lower, stop ascent or descent anywhere at will. The movement of the antenna a little step. This is the best that can be obtained from the SMS mechanism. Just for historic justice and exterior.
from : http://www.subsim.com/radioroom/show...&postcount=239

Quote:
Originally Posted by sublynx View Post
Here's a line from the KTB of U-466 from June-August 1943:

Dived for detection on 134 cm wave, 2 second impulses, recurring. Skilled operator. [Used radar] sparingly.

http://www.uboatarchive.net/KTB466-3.htm

The allied started switching their radars off now and then while approaching the U-boat to lessen the possibility of getting detected by RWR. Maybe this could be randomized somehow in order to have the crewmen sometimes miss the approaching airplane/destroyer altogether?
Yes, it's a good idea !
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Old 11-19-15, 02:29 PM   #5
a.g.
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I wonder if it would be possible to implement a feature to auto-dive to listen on hydrophone at regular periods when cruising around looking for things to attack. You'd enable it by pressing some key combination in navigation map, and then it'd basically repeat this until time compression drops below 64 for any reason:

Code:
wait X
periscope depth
wait Y
surface
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Old 11-20-15, 03:19 AM   #6
Fader_Berg
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Quote:
Originally Posted by a.g. View Post
I wonder if it would be possible to implement a feature to auto-dive to listen on hydrophone at regular periods when cruising around looking for things to attack. You'd enable it by pressing some key combination in navigation map, and then it'd basically repeat this until time compression drops below 64 for any reason:

Code:
wait X
periscope depth
wait Y
surface
Thanks for your suggestion. I guess it is possible. However, it doesn't change gameplay enough for me to see a point in having it. Pressing 'P' and 'S' is simple enough if you like doing your hunting that way.
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Old 11-20-15, 12:54 PM   #7
Fader_Berg
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Quote:
Originally Posted by BL!TZKR!EG View Post
I believe you got him wrong.

As I understand his post, he proposes to have just that AUTOMATED, i.e. let's say you have a long patrol where you increase time scale to example 128:

In that run that would be useful to have such a routine that would give you an "underwater-scan" regularly and if it finds something drops TC down to 1 so you can begin an attack run.

"wait x" could stand for a 3-hour-interval to have this routine executed.
Ok. I don't know. It still doesn't do much for gameplay. It's convenient - I can agree to that
but...
No. I will not implement it as far as I can see. Sorry.
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Old 11-26-15, 09:23 AM   #8
J0313
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Default Check out Rubini's Long Patrol Script

Its already been done.
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Old 11-26-15, 12:33 PM   #9
sublynx
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Would it be possible to fix the helmsman not keeping course bug? Especially in stormy weather the helmsman lets the magnetic course drift making navigation without automatic course keeping from annoyingly inaccurate to impossible.

This makes this simulated real navigation method difficult:

http://www.subsim.com/radioroom//sho...98#post2361498

It also makes convoy battles too cumbersome. I can estimate the right course with a maneuvering board or an attack disc, and would need no F5 Navigation Room at all if the drift wouldn't make course keeping without automatic waypoints too inaccurate.

U-boats didn't have waypoints. They had courses.
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Old 11-27-15, 08:43 AM   #10
Fader_Berg
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Quote:
Originally Posted by sublynx View Post
Would it be possible to fix the helmsman not keeping course bug? Especially in stormy weather the helmsman lets the magnetic course drift making navigation without automatic course keeping from annoyingly inaccurate to impossible.

This makes this simulated real navigation method difficult:

http://www.subsim.com/radioroom//sho...98#post2361498

It also makes convoy battles too cumbersome. I can estimate the right course with a maneuvering board or an attack disc, and would need no F5 Navigation Room at all if the drift wouldn't make course keeping without automatic waypoints too inaccurate.

U-boats didn't have waypoints. They had courses.
Yes... That is indeed annoying. I'll put it on the TODO-list.
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Old 11-28-15, 01:05 PM   #11
makman94
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Quote:
Originally Posted by sublynx View Post
Would it be possible to fix the helmsman not keeping course bug? ...
yes...that is indeed very annoying !

very good point, Sublynx !

Lets hope Fader_Berg to manage locate it
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Old 11-28-15, 01:28 PM   #12
Fahnenbohn
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Quote:
Originally Posted by sublynx View Post
the helmsman not keeping course bug
Hello Sublynx. Could you explain me what you are talking about ? I don't understand.
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