Nice shooting Herr Kaleun. BF1 has been the most productive grid square in my current career. That's a function of course of how much time I spend in different areas. But it is a great spot since the routes from Africa, Gibraltar and North America all converge here. I've moved farther out as '41 turned in to '42. But in 1940 it is the ideal hunting grounds, and especially so if you move to an Atlantic Coast base, which can be by June if you opt to do so. It's also neutrals lane. Good hunting
In my beta career I had an officer who could cook. It was one of the tasks he had. In this current career in the release version I have not had this ability with any of my officers, though I have a bunch ashore and I guess I could rotate them on to the boat and check them out. One of the crew is usually stationed in the galley and it all seems to work OK. I get the bonuses from varied menu, food is consumed. Now and then I'll see the neglected cooking malus, after a long dive. Otherwise I've gotten this far with no officer cook at all.
U-292 had a good debut. Managed 32k out in the mid-Atlantic, grinding tonnage for Black Pit. Saw the third T-2 tanker in this career, all flying an American flag, but this was the first I've seen since the declaration of war. 14k tons for this one, hit it with a spread of two torpedoes and it blew sky high. Out in the middle of the ocean, around the DB grid is where we've been hunting over the past few patrols. Sinking ships out here has become a little more challenging than the first two years of the war. More convoying, I would expect, and the ships on average are larger and faster making interceptions harder and costing more fuel in longer chases, and more fuel spent to and from the patrol area. One American C3 was clipping along at the astonishing speed of 15 knots. Tonnage isn't dropping as the average is higher.
Phase three of the Black Pit objective is 250,000 tons and runs in to 1943 so I'll keep plugging away out here. It's relatively safe in 1942, I'm seeing no aircraft in BD grid. Our last mission briefing noted the battleship Nelson had been observed in our patrol area, but we didn't see it. I'd like to start encountering capital ships at sea, outside of convoys. Task forces, carrier groups, but I don't know if they are a thing in this game. Last patrol was 32 days at sea and burned nearly all the fuel oil chasing targets around. Maybe I can get a refueler soon.
There are enough campaigns within the campaign, that I'll do some and not some others. I've taken a vacation between every patrol/mission we have done in this campaign, but we've still done 25 by April of 1942. The pace is slowing as we are spending more time at sea. I think I will save Drumbeat for a later career. Same with the Med, the Arctic. But we will see. I guess its possible to do it all. Wormfood says eight patrols in three or four months, and at that rate I reckon it could be done. Love this game and will do many of these, so having these to look forward to will be good, and give each career it's own mojo. And maybe we'll get some IXs down the line to hit the Americas, Penang and so on.
Didn't do any deep dives on the last patrol as we encountered no trouble. But I'm eager to test the VIIC/41. It's possible that depth charges have a max detonation depth, and that the VIIC/41 can get under them. We should be able to go below 300 meters, and I think Allied DCs didn't explode that deep. I seem to recall 164m for Royal Navy DCs, but an internet search came up empty. Anyone know? Regardless of how it was historically, what matters is how it is programmed in the game, and it's possible the DCs in the game have no limit so no depth is safe. It still gives you that much more time for evasion as it takes longer for the ordnance to fall. But if we could make the charges ineffective maybe we could see this thing out. Thanks for the encouragement Leaf, we will need the good vibes
We replaced the light bulbs in the sub pen, and I took another shot of U-292 and replaced the previous one.
To achieve anything in this game you must be prepared to dabble in the boundary of disaster — Stirling Moss
Really enjoying everyone's experiences here. The game is a lot of fun- enough hair raising moments to make it darn cool. 3rd patrol out and my hydrophone picked up a lone merchant just outside the patrol box, steaming hard towards the SE. Ordered the boat to stay submerged so we could set a vector course, cranked the electrics to full, then slow (for hydrophone), set a course and potential kill zone, sun set, surfaced to close the distance faster and set up an 85 degree angle shot. Torps greased and warmed. Red Lights on (gives watch crew more vision range). About halfway along the course I'd set on the map, I ordered a dive to let hydrophone confirm. Sure enough we were on the right track. Only now he picked up a small group of warship screws medium speed that seemed to be headed in our general vicinity. Surfaced and maneuvered into the top half of my set kill box, all stop, lookouts spotted the enemy ship, range about 900 yards as it hove into view. Data gathered, tube one flooded, and we held our breath as Empire Fal sailed past our bow, everything ready. Merchant between us and potential of the oncoming warship group. Reconfirmed data. Launched. 40 seconds, 10 seconds...agonizing. Then a bright bloom lit up the sea and sky. Enemy ship sunk in under four minutes, no life boats. Radioed in to FDU. Knowing there were enemies headed in our general direction we set a course due north then east towards the Scottish coast. After about 20 minutes I ordered the boat to 30 meters. Silent running (love the blue light) and slow, hydrophone picked up the screws again from the warships- they were pounding hard and fast now, but headed southwest. Surfaced and ran at full speed until midnight. Managed to fulfill the patrol's distance covered requirement but fell short on tonnage by 160 tons.
U4, under Erwin Meyer, now chalks up a total of 9241 tons. Arrived back in Wilhelmshaven and sent the crew to Bavaria for a well deserved holiday. My radio/hydrophone petty officer levelled up to 3 and so I added the medical ability (no medkit needed, or double speed with medkit) to his finely tuned hearing (which I'm finding hugely beneficial).
Cheers
Currently simming; GHPC, Tank Squad, Panzer Elite, and one train sim: Run 8. Trying to escape Tarkov, and roaming around in Incursion' Red River.
Also, Strat-O-Matic basketball season replay 2024 NBA season (Go Raptors! table-top version...with real dice) Gimme da rock!
"Once again we have failed to die."-- old naval toast
My captain can cook in this one, but the crew for some reason just doesn't man the galley and it only just started. I used to get it intermittently because they'd abandon it during a dive or emergencies, but for some reason that entire patrol had nobody acting as the cook except when I manually had the captain do it. Maybe the captain is just too good so nobody wants eat anyone else's cooking.
And it might be 8 patrols by early January 1940 for me, but in a Type IIa particularly the first couple a patrol would be maybe 8 days. Any minelaying mission is bound to be short since there's room only for a single torpedo when you do those.
As for depth charges, looks like the early war US ones capped out at 91 meters but the later ones went to 152 for the mark 8 and 183 for the mark 9, according to http://www.navweaps.com/Weapons/WAMUS_ASW.php anyways.
Good info thanks. Even with the blast radius being whatever it is, a boat at 300m + should be safe no? So it comes down to how the game handles it. Playing dead is dead I won't want to test it too closely, as no one has ever reported their crush depth. That's an informative link, thanks.
House rules will be used for later careers I think, but for this first one I am not taking it slow with research, which means I have all sorts of things too early, which gives us quite an advantage over where we'd be with historical timeline. I just got T5s, loaded two in the stern, but haven't fired them yet. Next patrol we'll have the upgraded radar detector. These sorts of things are part of the game, and each player can pace it off like he wishes.
For our next patrol we got a poor list of choices. Two weather stations, one in Newfoundland, and Drumbeat missions. So I re-rolled and got a mission to meet a Japanese sub. Rendezvous was in DG grid, about 600 km south of the Azores. All went without a hitch. Offloaded some crates and that was that. Headed back to the mid-Atlantic to continue racking up tonnage for Black Pit. Still out there, and have exceeded 500k tons for this career. House rules and higher difficulty should tone that down. In the next career.
Good post Leaf, nice writing.
To achieve anything in this game you must be prepared to dabble in the boundary of disaster — Stirling Moss
Overall this 5th patch is looking good, but I wounded a destroyer tonight with a single hit and started to run away from the rest of the hounds, but the wounded ship was following me at 25 knots. I checked the close in cheat view and the #%&*$# thing was plowing with a 25 degree list and the bow partly underwater at 25 knots. Hmm!
I mentioned before my concern about my officer distribution having mounted the Cross.
It's odd, but the detector is installed as part of the radio room, but the soundman needs to be on duty to use it. With just two radiomen, I cannot have continuous radar coverage as those two men need to run hydrophones and radio, and rest.
And this nearly cost us in the last patrol. We were cruising on the surface at night in the BE grid west of Ireland. The Cross was down for a few hours and we got jumped by an aircraft. Got under just in time but it was close. Clearly this plane had radar, I think it was a Halifax.
I'm seriously considering replacing one engineer with another radioman. It's an opportunity cost decision. Do I want more radar coverage, or better engine efficiency and repair ability?
Heavy is the head that wears the big hat.
To achieve anything in this game you must be prepared to dabble in the boundary of disaster — Stirling Moss
DB, that sounds like a dilemma. Can you mitigate it via the crew schedules? My radio/hydro guy is on a 2 On, 4 off, schedule that coincides with my dive schedule. Mind you that's early days 1939. If I was in 1942+ I'm unsure how much surface running I'd do, but with two radio/hydro guys (plus assigned sailors) I think I'd put them on a 4 on 4 off schedule just to give me 24hrs of coverage.
In the 1939 career as I write, but not reached the end as I'm just slow lol. I've started a new career, but it's a bit different (difficulty is around 49% where my Type IIA career is 100%'d). I've been reading a book on the 1st Flotilla so wanted to RP a start in a Type II, then move up to the VII. What I did was pick the VII 1939 campaign out of Kiel, then before I did anything, I switched subs (via the Quarter Master) and was able to pick a Type IID for 2000 credits. I ran my first patrol as a shakedown for my officers and ratings. Found and sunk two Empire freighters (Gazelle and Bison) for 7757 tons total, using three eels, Had a bunch of POW's on board when I was ordered to La Rochelle to recon AA emplacements. Completed that mission, but because of the RoE I wasn't able to sink a French merchant at dock. Turned for home, two torpedoes left and at half fuel. IC 2nd class, 1 rep point, and lots of credits. Wreck of the Bison gave up a box of replacement parts and a box of cheese wheels, and 8 survivors (1 officer and 7 other ranks).
Sent my boys for a nice holiday then switched to a VIIB sub from the Type IID at a cost of 2000 credits. Had to recruit some ratings to fill my crew quota.
Last edited by Leaf85; 08/12/2402:51 AM. Reason: fft
Currently simming; GHPC, Tank Squad, Panzer Elite, and one train sim: Run 8. Trying to escape Tarkov, and roaming around in Incursion' Red River.
Also, Strat-O-Matic basketball season replay 2024 NBA season (Go Raptors! table-top version...with real dice) Gimme da rock!
"Once again we have failed to die."-- old naval toast
Sent my boys for a nice holiday then switched to a VIIB
As Sgt Elias said in Platoon, the worm has definitely turned for you, my man
Reading the exploits of the other guys here as they faff about in that old Type II tub has been great. But this is a proper boat, an ocean going attack boat, and the Allies must worry. Good hunting skipper. Which boat number did you take command of?
Maybe I could get the two radiomen to work. If the detector were run from the radio room it would be better since I only need radio and detector when on the surface and hydrophones only when submerged. Having the Cross run from the same room as the hydrophones complicates matters a bit, as that room must be staffed 24/7 to cover both. I'm hesitant to give up my third repair officer. Not sure what to do but I think I'd do one run with three radiomen and then make a decision.
To achieve anything in this game you must be prepared to dabble in the boundary of disaster — Stirling Moss
So far so good. With the switch to the VIIB (U-84) I was worried I'd lose my crew but they all managed to transfer with me. Just had to recruit a few more ratings. With the Type IID the crew managed to sink the two freighters on our initial mission. On mission No.2, the shakedown of the new Type VIIB, we were headed to AM52-64 (west of Ireland) when FDU decided to change our patrol area to eastern Scotland. That was fruitful. U84 and two other U boats attacked a fairly large (for the time period of October 1939) convoy. U84 sunk Empire Labrador, Mersey, and Planet with four torpedoes (3 hits, 1 dud- exploded before reaching target). I believe seven enemy merchants were sunk in that action (my three plus radio traffic). However it was costly in that U46 went missing*. After escaping the destroyer escorts who were slow to react to us, FDU ordered us to find U46 but we were unable to locate the boat or crew.
We returned to Wilhelmshaven with eight P.O.W's.
Almost enough tonnage to complete the first Tonnage War.
Patrol No. 3 was only eventful in that FDU couldn't see fit to allow my crew a holiday. The only enemy we encountered was a RN destroyer. Taking no chances I lined up three shots at 1000 yards, had two duds (doinked off the hull) and the third must have damaged his engine room enough that he couldn't pursue, and so, stupidly greedy, I fired Tube 4...apparently that eel should be in Halifax by next Monday...Ran away. I did not get credit for a sinking so he must have been able to repair enough to make Scapa.
Patrol No.4, starting 9 October 1939...again FDU refusing to recognize all the sea time...we've refueled and reloaded and headed for the Atlantic.
Currently simming; GHPC, Tank Squad, Panzer Elite, and one train sim: Run 8. Trying to escape Tarkov, and roaming around in Incursion' Red River.
Also, Strat-O-Matic basketball season replay 2024 NBA season (Go Raptors! table-top version...with real dice) Gimme da rock!
"Once again we have failed to die."-- old naval toast
As for U-292, it is September 1942 and still we live. Next mission was another Southern Routes patrol to the west Coast of Africa near the Cape Verde Islands. Enroute we received a radio message from Control to rendezvous once again with a Japanese sub in the DG grid, but were given just a few days to get there. That means cranking up both engines and sucking down the fuel which we had been conserving so dearly until now. Made the meeting and found a Japanese sub but nothing happened. No ability to interact. Shortly afterwards I saw a second sub moving beyond this one and went to meet it. Now we could interact and sent a delegation, and all appeared to go well, except the 'meet Japanese sub' objective never cleared.. Gave it up as a bad job and headed for our patrol area.
Picked up a convoy and gave chase for 400km, finally getting in to sink a couple of big freighters. This included our first shots with the T5 acoustic torpedoes and they worked well, but in both cases I shot at escorts and instead the torpedoes turned toward other ships nearby. This attack was in concert with another German boat, and these are the convoys I look to get after, as that other boat makes it all that much easier, and safer. Solo convoy attacks are more perilous of course. During the evasion I took U-292 deep, to 250 meters. I talked before about 300m+, but the depth gauge only goes to 260 so not sure how to go below that? Maybe get on the planes and do it manually. Very high sea pressure here of course and when I looked I saw 16 cubic meters of water in the boat and needed to come up to 100m to get the pumps to work well enough to remove it. But the deep dive went very well, I felt like the escorts were unable to find us so deep.Very encouraging.
Coming home we swung out in to the middle Atlantic and patrolled back through BD and BE grid to keep grinding tonnage for Black Pit. I must also add that despite my declarations that we dive at every aircraft contact, our new topside arrangement has bolstered my confidence. With the Cross (now upgraded to the Borkum) we get warning of the aircraft's bearing. We man the weapons (twin single twenties and a quad twenty). there are also two 13mm Breda machine guns but no one mans those. Assuming the dual role of helmsman and gunner I was able to shoot down two aircraft as we headed back to la Rochelle. The weapon on the winter garden ( the quad on my boat at the mo, 37mm later) has a limited firing arc, so you have to twist the boat to keep that weapon firing as the plane flies around.
Next patrol was in AM grid and we kept it up, staying on the surface. We have made short work of these planes so far, with three guns shooting at them, including a radar and Leigh light-equipped Wellington. I was on the quad and when the light came on it was blinding. I just let it rip in to the center of the glare and it passed just over head in flames. I don't plan to keep this up forever, but there's an achievement for shooting down twenty planes. I think I'm at eight, including those shot down in harbor raids. If I can get that I'll never have to do it again
After completing the AM grid objective, we headed back in to the Pit to keep sinking ships for that objective. 50k more and I have a milk cow. Wonder how it works? If I can place it it on the map that would be good. Even better if it can be shifted about during the patrol. There's also one for the third phase of Southern Routes and we've done the first two. Can we have two milk cows at the same time? Having refueling at sea, and especially if I can strategically place them would mean everywhere is within reach and we'd have the fuel freedom to pursue at speed.
The patrol to Africa is our longest yet, 40 days at sea.
Downed aircrew net the same rewards in port as ship captains and chief engineers. On each patrol I lost one of my specialists to court-martial. Both were spreading communist propaganda. Gained two point, lost two points, Current distribution is seven in dive time and four in silent running.
I did end up rotating a third radioman on board and it gave us continuous Cross coverage, but at times I missed the third engineer, and that's with no damage taken. I need an eighth officer lol. All of a sudden I started having issues with overworked officers and a bunch went down and had just minutes to live before being saved by the medic. he saved like ten in one patrol lol. Deserves a medal.
I'm playing on 71% difficulty. Next career I'll bump some stuff
To achieve anything in this game you must be prepared to dabble in the boundary of disaster — Stirling Moss
We have made short work of these planes so far, with three guns shooting at them, including a radar and Leigh light-equipped Wellington. I was on the quad and when the light came on it was blinding. I just let it rip in to the center of the glare and it passed just over head in flames. I don't plan to keep this up forever, but there's an achievement for shooting down twenty planes. I think I'm at eight...
Downed aircrew net the same rewards in port as ship captains and chief engineers. On each patrol I lost one of my specialists to court-martial. Both were spreading communist propaganda. Gained two point, lost two points,
Gutsy! I havent tangled with aircraft yet but then I only have the single gun so far. I didnt realize ship captains and engineers gave more rewards -- nice! I've had the communists on two of my four patrols, they seem to be under every rock! I hate losing officers that way.
>>. All of a sudden I started having issues with overworked officers and a bunch went down and had just minutes to live before being saved by the medic.
Happened to me last patrol for the first time. Lost 3 crew! They were all complaining that they couldnt breathe but I was running on the surface so it was confusing as hell. Panic attacks?
Foolhardy is more like it, especially playing dead is dead.
I think that maybe this overworked thing is what took Otto Popp. At high compression it can happen quick. The game goes 1x when it happens, but maybe I just hit TC again and Popp was gone, and next thing we were in port and I missed the whole thing. I heard if this happens when on the bridge the officer can fall overboard. My medics are good, so as long as I notice there's plenty of time to nurse them back to health. Just got back from the patrol to AM grid (but spent most of the time in the Pit) and Schuster saved another ten or so lol. He finally got his IC First Class. Skipper Kurt Hoffman won the Swords to his Knight's Cross.
We tied our best result yet, another 63k tons, including five big freighters from two separate convoys. Got a T-2 in AM grid, plus two more aircraft, a Sunderland and Wellington. The mod I installed to increase deck gun ammo drastically reduces AA gun ammo, and with three twenties including a quad it burns up fast. 1500 is the limit. That deck gun has come in handy. In the second convoy attack we hit and stopped a number of freighters by shooting singles, including T-5 homers. Not enough to put them under. Cleared off for a few hours and let the convoy and escorts (and another U-Boat) go over the hill then crept up to the scene and put three big freighters under with the gun in heavy fog. One of the ships turned out to NOT be abandoned and shot back hitting us and causing some injuries and damage that we overcame. Would have been sunk if it were real. A single four-inch round through the stern room would be the end of it I reckon. The fog hampered my ability to assess how many lifeboats were out there, so I didn't realize this ship was dead in the water but still crewed. Close one.
To achieve anything in this game you must be prepared to dabble in the boundary of disaster — Stirling Moss
In one of my early access careers I had a radioman drop dead at his station...I had been using the 1800 acceleration and forgotten to clic on the 'rest' button so he basically worked himself to death (and medics can't medic themselves lol). 100% my fault, operator error lol. That was back when I was micro-managing my crews-- crew management was never my fav thing in SH series either-- and since launch I've been putzing around with the dive schedule, work schedule, tasks and direct orders (via the tab key) and had few issues with illness since (knock wood). Managed to get another officer slot so added a second communications petty officer and have these guys on a three on, three off schedule that coincides with the dive schedule. Way better hydro coverage now. Rest of my officers are running 4 on, 4 off schedule, with the ratings all on 8 hour shifts.
Currently simming; GHPC, Tank Squad, Panzer Elite, and one train sim: Run 8. Trying to escape Tarkov, and roaming around in Incursion' Red River.
Also, Strat-O-Matic basketball season replay 2024 NBA season (Go Raptors! table-top version...with real dice) Gimme da rock!
"Once again we have failed to die."-- old naval toast
Glad you're enjoying the Type VII, it feels so decadent after switching from the Type IIa, heck, even the Type IId.
I don't know what happened to my campaign, the crew entirely stopped preparing food and that automatically caused -4 penalty for that the entire patrol. I just scrapped the save and started over with a Type VII, I tried Kiel, but on any time compression going through the canal, the boat crashes, I tried three times and scrapped that one too.
So I started a Type VIIb in 1939 out of Wilhelmshaven. That one is going swimmingly. 8 patrols completed and just switched to a Type VIIc in January of 1940. Had a communist on board and have lost a few other crewman to TB. I think more are gonna come down with it, half the time when I'm at a periscope I hear some ragged coughing so I think it's a matter of time before another gets diagnosed.
My last patrol was probably the most exciting. Started out mining Cardiff, so many surface ships prowling around it was a long slog to slink in there and get those mines off. I got caught, probably sounds of reloading mines or something just before completing it and had to book it out a ways and then just sat on the bottom and waited them out. I then went up to Liverpool and sank the only British ship there, I think being a British port in wartime the others Spanish, Portuguese might have been fair game, but I let them go. I then chased down a few in the Irish sea and sank them using an Engineer with that skill that lets them scuttle ships.
I then found a huge contact on the hydrophones and caught a convoy SouthEast of Dublin. Must have been twenty ships. It being night and I didn't want to risk being pinged by the escorts I went decks awash and zoomed between the outer pickets and right through the convoy firing as I went with what was left of my torpedoes. I thought I got two and missed another, but according to the end of patrol screen, three went down I got credit for. I almost made it out but got spotted as I was exiting the convoy and had to do an emergency dive. Got the achievement for having 100 depth charges dropped on you. None of them did any damage though, just rattled the crew. Luckily I was at a bit over 100m and I think they took so long to sink down to me I was out of there. I was watching it in 3rd person and it was spectacular and some of them seemed awfully a bit close. I just sat there or crawled along at speed 1 until charges started going off then I'd increase speed for a short sprint and then just sit there again. Seemed to work and I made it out.
. I then chased down a few in the Irish sea and sank them using an Engineer with that skill that lets them scuttle ships.
>>WOW another skill I have not seen yet.. cool
Luckily I was at a bit over 100m and I think they took so long to sink down to me I was out of there. I was watching it in 3rd person and it was spectacular and some of them seemed awfully a bit close. I just sat there or crawled along at speed 1 until charges started going off then I'd increase speed for a short sprint and then just sit there again. Seemed to work and I made it out.
>>yah these evasive strategies seem to work most of the time which is a relief. I haven't watched 3d view yet while being depth charged I'll have to give it a go! I'm sitting around 50% realism.
I'm only on like 52% realism or something like that, I like the 3d view. It's a good looking game and when I'm running something down or fleeing I like to watch. In first person you can definitely hear when the charges go off so you don't have to look outside the boat. Medium settings across the board, plus crew management, realistic bilge pumps/flooding Speaking of the bilge pumps, I think this is the first game I played where rough water that goes over you ship floods you. On one patrol I was in really rough water in the North Sea checked the bilge and it was at 0.7m and as I was looking at it a couple large waves in a row broke over the ship and that number went from 0.7m to 1m. Maybe closing the conning tower hatch could prevent that.
The Engineer skill is called Ship Engineer. Your engineer has to be level 3 or higher to pick it. It's not something I'd put on all of them, but it's nice to have one as it saves munitions if you can catch the ship and get them to abandon the ship. It was helpful when I was in the Type II boats so my VII campaign has has two with that skill.
The amount of Officers is kind of a pain. It would be really helpful to have one or two more, but that would probably break the game. Three engineers is nice to have, but so was three leaders, you can also get by with one radio operator, but two is handy and probably even more handy when more advanced equipment starts to be a thing.
In the type II I ran two radio operators, that was probably a waste. Two engineers to baby the engines 24/7 Two leaders to navigate 24/7 and my captain didn't have a shift, I just threw him on the bridge as a lookout or to line up torpedo shots as necessary. Seemed the thing to do with that boats abysmal range. Wasn't as much of an issue in the Type IId.
In this Type VII I have two radio operators, maybe a waste still, but I figure if one gets hurt, the other can heal him. Three engineers, two to baby the engines 24/7 and the other to load and maintain torpedoes and do damage control. Then I just have my captain and a leader who are on a shifts where they do navigation as much as required and then finish their shift on the bridge as lookouts. Seems to work so far and I don't need the navigator's position filled 24/7 when I'm in a Type VII and the patrol zones aren't very far away yet. That third engineer isn't on a shift, his schedule is just listed as anything for the whole day. He'll automatically load or warmup torpedoes if they're not, does repair or DC. It's really handy, except for rare cases when you're creeping along and don't want to be found and he'll start loading torpedoes, because I think he does that even in silent running and blue lights. So you gotta be at alarm and put him in DC, or send manually give him some other order.
Good patrols Worm, my current crew (U84, Type VIIB) out of Wilhelmshaven (now into December 1939) is sitting at 49% realism. I started out at 100% but that got old fast when I couldn't determine why I was missing/torpedoes were duds, plus I figured with all the glitchy bits and remaining bugs, half realism would be fine until those all got fixed up. I'm enjoying the change as the game still throws misses and duds at me lol.
I found the Type IID pretty decent, other than the small loadout. It was nice to have a functioning UZO. Oh, in testing I got down to 180 meters depth before my crew was overwhelmed by damage and we reached crush depth. On an other crew IID, I reached 140m then suddenly it crushed. So I'm thinking the game is modelling the shipyard ratings and then, as in real life, there must be a random factor involved after reaching maximum shipyard rated depth. Anyone else test this? I might try it with my VIIB (save scum it).
Currently simming; GHPC, Tank Squad, Panzer Elite, and one train sim: Run 8. Trying to escape Tarkov, and roaming around in Incursion' Red River.
Also, Strat-O-Matic basketball season replay 2024 NBA season (Go Raptors! table-top version...with real dice) Gimme da rock!
"Once again we have failed to die."-- old naval toast
U-292 has reached early 1943. Earlier I said that I was close to finishing Southern Routes with the third stage, but this objective actually has eight stages, so no, not even close to finishing it.
We did however finish Black Pit. I really enjoyed this, hunting in the mid-Atlantic, free of prowling aircraft. 250k tons is not a little bit, so rewarding to get it done. We got our milk cow and put it through its paces. The milk cow is a headquarters project. By default it is in the northwest Atlantic, but you can send an officer to HQ to convince Control that it should be shifted to a new location. Our next patrol was another Southern Routes to the west coast of Africa. After choosing the mission, I went to HQ and requested it shift to DF9 grid south of the Azores. This takes 12 days. I could burn more fuel on the way to our patrol area, and the milk cow should be in place when we are ready to head home. Found very little aside from Spanish and Argentinian neutrals in our patrol area.
Upon mission complete we swung out to sea and looked for the supply boat. Found her and topped off the tanks. The milk cow works like the quartermaster in port. You can take on as many as four torpedoes, sell and buy food and other supplies, top off the tanks. He will take your prisoners as well. Type XIV boats were not torpedo resupply boats, that was the VIIF. So this milk cow in the game is sort of a hybrid since you can take on torpedoes, fair enough. We resupplied and headed home by way of the mid-Atlantic, getting in on a convoy west of the Azores. The Torch landings happened while we were in refit and the mid-Atlantic is now busier
It all worked so well that I decided to do the Labrador weather station mission next. Went back to HQ and requested the milk cow shift to BD1, putting her along our route so we could top off outbound and inbound. Reached the rendezvous in one week, so patrolled the area for another week waiting for the resupply boat to arrive. Bedeviled by the weather and fog, we managed to put under one American liberty ship sailing alone while waiting. When the milk cow arrived we met her, topped off the tanks and filled those two torpedo slots, and headed for the Canadian coast. Got there and went though the procedure. Had to put three officers and six ratings in the shore party, and it all took quite a bit longer than most of these sorts of events. While they were ashore a number of enemy patrol boats and destroyers appeared on the scene. Dropped to periscope depth and escaped their direct attention. When the weather station was complete, the party re-embarked and we got out of there at high speed. We are now enroute back to BD1 to top off for the trip home.
Upgraded our detector to Naxos (centimetric radar) and have installed a snorkel.
To achieve anything in this game you must be prepared to dabble in the boundary of disaster — Stirling Moss