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报告翻译问题
https://www.uboatarchive.net/Manual/Manual.htm
That said, I think you do have a point as the U-boats in-game seem to turn much tighter than a 200 m turn diameter would suggest - perhaps more like 100 m. They also seem to have different manoeuvring modes and just switch between them with an instantaneous heading change. For an experiment, when a U-boat is closing on the convoy, plot a line from its last position on the DRT on the U-boat heading from the contact board after each update; the contact board's heading will initially be completely different, then suddenly the U-boat's position will be marked on the line from the previous plotted position along the previous heading from the contact board. I still can't figure out how a U-boat could really follow a path from the time 20 plot to the second (as in after first) 22 mark in this DRT capture (also note that the line I plotted was from the contact board's U-boat heading).
Also, thanks for posting the manual!
I was just checking back to see if any improvements after a year or so. Clearly not.
Back to UBOAT and Enigma Rising Tide
So how to "catch" that barely moving sub? You move forward a bit like 10 seconds ingame (the game is way too fast paced), making some distance (around 1 km), then you start turning and close in right behind the sub and move aligned on its course. When you are very close (400 yards) you go to 1/3 speed and wait until you are above the sub.
Use the waterbombs now that you are above the sub and moving in its path, you can bomb the sub several times this way.
As for tactics, I maintain 25 kn and work out an intercept on where the submarine is going to be when my depth charges arrive using DRT, plotting submarine heading on it from the contact board and TRR for the drop.
I thought the biggest issue early war was that there was a dead zone, and poor training,lack escorts/ lack sonar.
Later, once they started using a creeper to keep track with the sub, and another to attack, it became almost impossible to escape once found by a good team.
And another thing, set the radar to relative and DRT to 1:100. Then ignore the DRT and mainly use the OSC to track the sub. It will be very easy to maneuver into position and keep track of the uboat now.
I'd also suggest ignoring the OSC (I never use it), set SONAR to true bearing and concentrating on the DRT, that way you can see where both the U-boat and destroyer are going and if it is even possible to turn onto the sub. The repeater on the bridge is also useful in this respect as it updates every 5 s, compared with 25 s on the DRT.
Fletcher class destroyers had a tactical diameter of 950 yards hard over at 30 kts
A VIIc's tactical diameter hard over is around 295 yards.
On the Fletcher class destroyer The Pacific war online encyclopedia states
"One notable weakness of the class was its poor maneuverability, and it was claimed that even an Iowa-class battleship could out turn a Fletcher. Subsequent destroyer classes adopted twin rudders to improve the turning radius."
"The Type VIIC U-boat was renowned for its maneuverability, especially considering its size and the technology of the time. To enhance its agility, twin rudders were fitted directly behind the propellers, which allowed for a better turning radius"
In the course of ww2 in the Pacific 175 the Fletchers sunk a total of just 29 Japanese submarines.
The Smaller Destroyer Escorts were better at sub hunting most famously the USS England which sank 12 Japanese subs by herself .
DEs sank 68 Japanese subs in wwii. In the Atlantic Flower class corvettes sank 50 u-boats in wwii whilst the allies as a whole sank 783 U-boats in total in the Atlantic in WWII, the US sank 12 through aircraft action and 41 through ship based ASW.
"The Fletcher-class destroyers primarily used active sonar systems during World War II. The standard Anti-Submarine Warfare (ASW) sonar installed on these destroyers was the QC series, which was an active sonar system" .... therefore running silent was probably not the best UBoat tactic.
So the game is probably more reaiistic than you imagine, a DE or Flower class might have been a more balanced choice of platform gameplay wise.
Also, I did mention above that the U-boats in the game turn way harder than the submerged tactical diameter of 205 m [3], and indeed do sometimes seem to change heading instantaneously (see above for detail). The Fletcher's constant turn diameter seems, however, to be a reasonable compromise considering the complexity required to simulate ship dynamics.
References:
Y'all want more game in the niche naval warfare genre, but when people actually try something, you are the first to tear it into pieces, bunch of stupid kids i swear.