Over 10 patrols...
Not in one patrol...
23k per patrol...
Do you use the manual TDC?
My realism settings are at 100%.
Sometimes I turn on externals but I have removed (renamed) the image that shows the orange marker on the surface of the water.
I also modified the markers (the markers that are placed on the map by bdu) to the same as my uboat marker. Instead of red, green or blue they are black / grey. This encourages me to get close to investigate whether they are friendly, nuetral or enemy boats / ships.
Are torp calculations hard to figure out if you have a small knowledge of subs ?
I picked this up from a thread over at subsim.com, it works for me...
Step #1
a = b sin A / sin B
a = the track of the target vessel toward the collision point in meters.
b = the distance to the target in meters.
A = Bearing to the target.
B = 180 - (A + AOB) ... since the angles of a triangle = 180, subtract the sum of the relative Bearing and the target's AOB.
Step #2
...after 5 minutes (300 seconds) or whatever time interval you need to use, then do the math (Step #1 again) for the second bearing and AOB.
Step #3
Subtract the results of Step #2 from Step #1...the difference is the distance the target ship has traveled in the time allotted.
Step #4
Divide results of Step #3 by 300 seconds (in my example) then multiply the answer by 1.9438 to get the target's speed in knots.
I then enter my results manually and fire. Usually a 2 spread at 2 degrees, magnet pistol set 2 meters below draft. I use the steam torps set to fast and close to 600m. If I don't have a shot I reset. I miss a lot as well. In bad weather its extremely frustrating but at the same time a challenge to get the info correct. In weather where visibility is low (400m) It takes many resets before I get a shot and even then I miss often.
The closer you are to the target the greater the tolerence there is in regrads to the margin of error. You can be off and still hit. Inside 300m though you run the risk of the torp not arming. The sweet spot is 400-600m.
You don't need to do all of it manual. You can go the easy route with the 'aim bot'. Or you can have your weapons officer come up with a solution for you.
There's severals and 'files' you can download that will help you (AOB calculator, etc...)
Basically you need range, speed and AOB of the target. On 100% realism you need to plot all of the is yourself. Its extremely time consuming (I use the pause key a a lot).
Any tips on how to assign promotions and war medals? Do various medals have an effect, I have a bunch of Uboat badges to give away, and 3 guys to promote... 1 iron cross to give.
Just drag um over the guy you want to give then to.
Yes the medals have an effect. The clasp increase resilience. Others have other effects...
I was rather chauvinistic in how I handed out awards, ratings etc...
Officers first, then warrants then enlisted.
I then went to number of patrols and overall experience.
For example when I switched from the type IIs to the VIIs I had a core of 27 guys. I had picked up nubs when I switched to the VII to fill out the crew.
I gave out the awards and promotions to those who had been on the longest and to those with the most experience.
In the VII I have a number of sailors who do nothing more the ride a long. They may help loads torps or be a damage control team but they do very little.
The folks I use a lot like sonar / radio, helm, topside watch. engine room folks and get first priority. These slots are filled with the most experienced and these are the ones that get 1st shot at any award and/or promotion.
Basically everything runs down hill.
FYI Tip on the medic 'badge'
If you get wounded sailors place them in the same compartment with who ever has the medic rating and gradually their injuries will be treated. Sometimes not, the sailor dies. If the medic fixes up the wounded before you get to port theses sailors wont get a 'wound badge'