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Fitzcarraldo :salute: |
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So I usually set my radius at 100km to be safe :) as some of my enigma messages seem to get corrupt after the word radius. |
Playing with Real Navigation and the Enigma machines, got sunk by some damn Polish warships, but since its my first real go with a lot of the realism settings, I'm not too bummed.
Now to get better at manual torpedo targeting :Kaleun_Cheers: |
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It is always better to stay away from warships :salute: |
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Be more agressive! :Kaleun_Wink: Fitzcarraldo :Kaleun_Salute: |
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But, lessons for the future (wouldn't have been bad if I had managed my firing solution correctly either :haha:). At least I managed to decode my Enigma message prior to that. |
I never hit any of those destroyers at first mission in my career and i played it maybe 10x.
The point is, u-bote was not designed to sink them, in other hand, they was designed to hunt u-bote, so trying to attack destroyer is something like bet all in on one number in rulette - nonsense. This is also one thing i dont like about das boot film - that attack of destroyer, which is more over hidden somewhere in fog. No mentaly healthy commander would try such a kamikaze try... Of course if you have not 100% realism, you can let cpu calculate perfect hit, but this is not simulator... :salute: |
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But in WW2 ...from Wikipedia https://en.m.wikipedia.org/wiki/Battle_of_the_Atlantic: "The outcome of the battle was a strategic victory for the Alliesthe German blockade failedbut at great cost: 3,500 merchant ships and 175 warships were sunk for the loss of 783 U-boats." Hmmm better stay away by warships :salute: |
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Your main objetive is the merchant traffic, but you canīt flee in front of a nice warship. Be more agressive!!!! :Kaleun_Mad::Kaleun_Mad::Kaleun_Mad: Good hunt of fishing boats! The Ubootwaffe became a kindergarten, bah! Fitzcarraldo :Kaleun_Salute: |
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jawohl herr kaleun :Kaleun_Salute: I joke Fitzcarraldo Just think better say to newbie " attention please warships are dangerous " But you have right.. When an opportunity occurs....warship must to be sunk! :salute: |
I was not talking about battleships, but escorts.
I never miss opportunity to attack battleship :salute: |
Theres nothing better than to identify ship in fog as French and be so concentrated for perfect attack to spot its Belgium just after 2 nice hits :woot::know:
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[REL]The Wolves of Steel - SH5 Megamod
Is it able to set target direction even by other way than just periscope bearing?
Am i able just get complete target picture from distance by periscope and then, just wait until sound engineer, or myself find out, that target is already at fire bearing, put current target bearing to torpedoes and fire without showing periscope again? Or i just need to set periscope before leaving to my firing bearing, wait and fire which is kinda workaround? I found out "send data to tdc" button at hydrophone, but it doesn't seems to work, track angle in tdc would change... |
[REL]The Wolves of Steel - SH5 Megamod
Wow i just found second stage of "auto tc1" button (tc1 on message box messages) leave tc64 at messages from Beno about old contact, while it stops when he hear new contact! So useful :)
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If you want to observe without disrupting the firing solution, change from auto-update to manual (red to gray) on the TDC dials.
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Dont want to ebserve, i want to say fire to 340 without using periscope
(equivalent of going to peri, look to 340 and fire). My idea is to get everything mandatory from longer distance and then just ask sound engineer for bearing of contact. I can calculate easy where the target will be at wanted angle on bow, so i dont need to show periscope anymore when i want to fire and it doesn't seems immersive to go to periscope station and fire without raising it out of the water just because i have no other way how to aim torpedo bearing.. |
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[REL]The Wolves of Steel - SH5 Megamod
Huh, i was just lurking at position and some sub just moved beside me, with periscope out of water :)
Maybe Thomsen drinks in service again :) |
Is there any no-foot-sound mod available which works with TWoS!? I mean the footsteps you sometimes can hear when using the map. Or is maybe someone able to create a sound mod which delete this footsteps. :D
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