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New submarines sensors - 8/11/2018 10:39:39 PM   
Figeac

 

Posts: 290
Joined: 7/11/2013
Status: offline
Hi all,

I've been away from CMANO for a few months and now Im back to the game. I've purchased the Silent Service expansion and upgraded my game to the latest version, and have a few doubts:

1 - I tried to rebuild my Silent Service scenarios to the latest DB in order to use the new periscope mechanics for submarines, but I cant update them at the same time, I have to do it for each scenario separately. Is this the normal way to do it?

2 - After rebuilding a scenario using .ini file, I notice that the periscopes appeared in the DB, but not in the sub game sensors (F9). My sub is on periscope depth, close to the enemy ship but Im still tracking it trough my acoustic intercept sensor, not the periscope, and my Mk1 eyeball can only be used when surfaced. Are the periscopes already implemented on the game?

Thanks!

< Message edited by Figeac -- 8/11/2018 10:40:50 PM >
Post #: 1
RE: New submarines sensors - 8/12/2018 1:33:19 AM   
dcpollay


Posts: 532
Joined: 11/22/2012
From: Upstate New York USA
Status: offline
1) Can't speak to this.

2) When you say you are "close" the enemy ship, how close are you talking? For a periscope sticking 10 feet out of the water, a small ship may need to be within 3-5 miles to be detectable visually, in clear conditions. Weather, waves, time of day, etc. can shorten that distance. We had a thread discussion of this a couple of months ago (I can't find it now).

Here's an example: http://www.calculatoredge.com/electronics/lineofsight.htm

_____________________________

"It's all according to how your boogaloo situation stands, you understand."

Formerly known as Colonel Mustard, before I got Slitherine Syndrome.

(in reply to Figeac)
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