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While in-game base failure rate is much less than was actually experienced in the early war period, opting for dud torpedoes may cause any of your torpedoes to malfunction. The failure rate was high with torpedoes detonating premature or failing to detonate at all.
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In real world situations the submariners themselves had to keep track of all of these elements and chart them if they wanted them to appear. If available and active SJ surface radar also pinpoints any vessels detected. In the easy mode the game's navigation map is continually updated with the sub's location and the location of any visible vessels or airplanes.
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Opting for manual targeting contributes 15 points to realism.With Assisted Targeting the player must navigate to within striking distance of enemy vessels, and remain undetected but determining the vessel's exact speed, range and Angle on Bow is not necessary. Opting out of realistic repair times will cost the player 8 points of realism.Some repairs require returning to a base capable of refits while others may require ending a patrol.Certain repairs can only be done when surfaced.Repairs at sea require a damage control party.These repairs took time and in combat situations that time might actually mean the difference between surviving a battle or being lost at sea.
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If submarines were damaged their crew could sometimes, given enough time, repair certain equipment on the boat when and if it gets damaged.
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Opting for unlimited batteries costs the player 23 points of realism.Having limited batteries means that skippers must determine when and for how long they can run submerged before having to come up and recharge their batteries.When submerged (and often when surfaced) they were actually driven by electric motors powered by batteries that needed to be recharged by these diesels. World War 2 era submarines were powered by diesel engines which required air intake in order operate. Among these options are: Limited Batteries
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