Is silent running really suposed to be silent.
When i'm in my sub and their is an ennemy at 1000 meters I MUST stop my engines if I don't want him to know him here.
Silent running is suposed to be silent no? In the first mission I try to destroy the oiler but their is always those corvette who still find me when I run on silent running at 65depth.
And how the *********** can ONE oiler be escorted be 5ship. s--- those the creators of this game takes the german for stupid bastard.
And just like that this is a good game yes, but not really good for history.
I don't think german had merchant ship in water, because they build their own weapon so they don't need for the canada or united state to ship them some weapon. And can someone explain me why the US ship and sub are better then german??? Of what I know of the WW2 german were the greatest power nation for technologies. But well why I am telling you that, I can't even write in english look at this post.
Can someone just help me to know how to have a silent running who works.
I have the updated version of the game
Briefing Room
Post a replySilent Running Is Not Silent
23 posts
Depth and speed are your tools for silent running. go deep, move at 1/3 and any ship inside of 1000m will have a very difficult time finding you. They DO have your last known position however, so be sure to move unpredictably away from it.
As for quality, the US and German craft are accurate EXCEPT in actual dive depth. We had to allow all the subs to dive to the same approximate depths for several reasons, the main one being game balance.
The German subs can take a harder pounding, they turn faster and the are a little stealthier than the US subs.
In most missions, you have been detected at the time you spawn. We do this on purpose; it puts you in a very difficult position as a submariner. Can you escape? Do you attempt your mission anyways? Can you keep them hunting and coordinate with the other ships in the scenarios? Nearly all scenarios feature ally ships of some sort.
As for the armed merchants, pre-war they are largely unarmed. In the coming multiplayer and Chapter 2 you will find a merchant, tanker, etc. with much better defences.
As for quality, the US and German craft are accurate EXCEPT in actual dive depth. We had to allow all the subs to dive to the same approximate depths for several reasons, the main one being game balance.
The German subs can take a harder pounding, they turn faster and the are a little stealthier than the US subs.
In most missions, you have been detected at the time you spawn. We do this on purpose; it puts you in a very difficult position as a submariner. Can you escape? Do you attempt your mission anyways? Can you keep them hunting and coordinate with the other ships in the scenarios? Nearly all scenarios feature ally ships of some sort.
As for the armed merchants, pre-war they are largely unarmed. In the coming multiplayer and Chapter 2 you will find a merchant, tanker, etc. with much better defences.
If we were to script our own missions, how would we flag the player as spotted or not spotted? Is it simply that the game makes a check for each enemy craft at game start, and if you start far enough away, you aren't detected?
When you set objectives inside of a taskforce you can decide if you want the ship to know that the sub is there. If you want to make sure a sub starts un-detected, then start the sub underwater, 3000 to 4000m out, full stop at about 100m depth.
When you pop the periscope, you only have a very little time before you are detected (inside of 3000m).
When you pop the periscope, you only have a very little time before you are detected (inside of 3000m).
ok, more questions: IF I pop the scope up for a second, pop it back down, how long do I have to wait to pop it back up again for it not to count as "been up the whole time", i.e. not have a higher chance of being detected than I had to begin with?
I think you have about 10 seconds (can't remember)
MORE heavily armed?! Good grief, I once fought a lone merchantman in a Yankee DE. It handed me my head. And aeroplanes get shot down before you can say "Tin hats on!". And you want to make them even MORE powerful!!? You must have a cruel streak in ye.Depth and speed are your tools for silent running.? go deep, move at 1/3 and any ship inside of 1000m will have a very difficult time finding you.? They DO have your last known position however, so be sure to move unpredictably away from it.
As for quality, the US and German craft are accurate EXCEPT in actual dive depth.? We had to allow all the subs to dive to the same approximate depths for several reasons, the main one being game balance.
The German subs can take a harder pounding, they turn faster and the are a little stealthier than the US subs.
In most missions, you have been detected at the time you spawn.? We do this on purpose;? it puts you in a very difficult position as a submariner.? Can you escape?? Do you attempt your mission anyways?? Can you keep them hunting and coordinate with the other ships in the scenarios?? Nearly all scenarios feature ally ships of some sort.
As for the armed merchants, pre-war they are largely unarmed.? In the coming multiplayer and Chapter 2 you will find a merchant, tanker, etc. with much better defences.
I understand the whole submarine hiding thing, but in 1P & MP, how are we supposed to hide after depth charges explode if it never says "---- killed ---- with a depth charge at ---- meters." They (the cpu or other player) know you're still there because, well, the game said you weren't gone. It would help to make a patch that doesn't say "submerged sub detected to the -----" and doesn't tell you when you've killed somebody, unless its really obvious, like if your first officer came up and said: "Well, sir, we've fired five rounds of fish, and all of them have hit. I think she'll be going down." I wouldn't complain. But you know they're still there after you depth charge them because it doesn't say "---- killed ---- with a depth charge at ---- meters."
Those things (submerged submarine detected...) are for singleplayer only. We haven't yet decided about the notifications regarding if you really sunk someone. I like the idea that it is hard to validate, but it could be too frustrating for the player. We'll test this during beta (not for awhile yet).
I understand it could get frustrating, but if it is supposed to be realistic...
And plus, if you're trying to run silent, you're moving to slow not to get pegged if they know you're still alive and they know what they're doing.
You don't have to reply to this...
And plus, if you're trying to run silent, you're moving to slow not to get pegged if they know you're still alive and they know what they're doing.
You don't have to reply to this...
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