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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ocean Warrior
![]() Join Date: May 2007
Posts: 2,689
Downloads: 34
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Assuming you play at 100% realism, is there any use at all for the attack map (obviously the tdc and torpedo settings are vital) apart from the fact that it tells you the estimated time to impact? The time thing seems a pretty trivial advantage.
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"Enemy submarines are to be called U-Boats. The term submarine is to be reserved for Allied under water vessels. U-Boats are those dastardly villains who sink our ships, while submarines are those gallant and noble craft which sink theirs." Winston Churchill |
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#2 | |
Stowaway
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![]() That's the only thing I can think off, maybe it wouldn't look that good with TDC knobs only? |
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#3 |
Ace of the Deep
![]() Join Date: Mar 2007
Location: Netherlands
Posts: 1,062
Downloads: 34
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I wish there wasn't an attack map, makes me feel like I'm on starship Enterprise or something. When playing 100%, it's totally unnecessary.
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#4 |
Sailor man
![]() Join Date: Jun 2007
Posts: 44
Downloads: 0
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The buttons are of course necessary,
and the map? Wel... ![]() It comes in handy to check wether you have got a decent solution. You can estimate the should-be-solution a bit, and check it with your current... |
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#5 |
Navy Dude
![]() Join Date: Mar 2007
Location: Rome, Italy
Posts: 177
Downloads: 0
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Having installed Poor Sailor's "my Favourite Dials" mod, with TDC knobs accessible from periscope and UZO stations, I never use the attack map.
It was useful to me only during the training period, to understand what is the torpedo's path and the effect of range on gyro angle. Maraz |
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#6 |
Frogman
![]() Join Date: Jan 2007
Location: UK
Posts: 307
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I don't play at 100% so for me its use is to occasionally check where my wayward torpedos went
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