View Full Version : Just installed GW1.1 Very nice but
USS Sea Tiger
12-07-06, 01:09 AM
I love the new graphis but have 3 questions with it right now
In water visibility is like 30 Mt,, any way to make it greater so that I can see my boat?
attacked a carrier, this same battle before,, maybe 3 torpedos for the HMS Couragous,, this time,, 8 torpedos all over her,, and still over an hour to sink,
the real ship,, not nearly so much. so it has me wondering about the damage effects.
how do I change UBoat skins to enjoys some of Fubars works??
thanks
Mike d
VIICDriver
12-07-06, 01:25 AM
Yes everyone has their likes of mods and dislikes of them. I agree with you on the damage model and water clarity but then again there are guys that love it. I also prefer the map being a little more "easy". But thats just me. GWX will be out soon I hear and we can all give that a go.
As of now I am more of a RuB fan but I play them all. Depends on what taste I'm looking for that day.
Chuck
If you use SH3Commander you can set the water clarity for each load of the game. Amonghts a lot of other very cool setting changes.
And don't get used to 1.1a. GWX will be here soon and it will rock your world... again.
Seriously you might want to hire a nurse for the future because your heart might not be able to handle this much awesomeness over such a short span of time.
melnibonian
12-07-06, 06:30 AM
In water visibility is like 30 Mt,, any way to make it greater so that I can see my boat?
Use SH3Cmd and set water visibility to 18-19. That way you will be able to see under the water.
attacked a carrier, this same battle before,, maybe 3 torpedos for the HMS Couragous,, this time,, 8 torpedos all over her,, and still over an hour to sink,
the real ship,, not nearly so much. so it has me wondering about the damage effects.
GW is using NYGM damage model where ships get sunk by flooding. If you want to sink them with less torpedoes you have to hit them in critical areas. Check these threads they will help you aim for faster killings
http://www.34thflotilla.com/resources/schiffskarte.pdf
http://www.34thflotilla.com/resources/shipchart.pdf
how do I change UBoat skins to enjoys some of Fuars works??
You need to use the mod enabler to add them into your game.
thanks
Mike d
You're Welcome :up:
Mel
GW will be redundant in a matter of a week or so... the ship sinkings will be a different ball game.
The GW sub skins are actually fubar's, used because they were most generic. Very few boats had camouflage, so thats why GW boats don't have it by default.
danlisa
12-07-06, 07:10 AM
GWX will be redundant in a matter of a week or so...
:o:doh::doh:
GWX REDUNDANT????????
I think Sir, you mean GW.....
GWX will be redundant in a matter of a week or so...
:o:doh::doh:
GWX REDUNDANT????????
I think Sir, you mean GW.....
Woops, lol... fixed
robj250
12-07-06, 07:50 AM
GW is using NYGM damage model where ships get sunk by flooding. If you want to sink them with less torpedoes you have to hit them in critical areas. Check these threads they will help you aim for faster killings
http://www.34thflotilla.com/resources/schiffskarte.pdf
http://www.34thflotilla.com/resources/shipchart.pdf
Mel
It's all fine an dandy for you guys who are pretty darn good at your manual targetting. BUT, what about us poor guys that have to use AUTO.
HEY, remember, it's just a game. If you want the real thing, "warp" yourself back in time.
I hope to survive long enough just to have a look at this "fantastic" GWX. As it stands right now, my health is not getting any better, in fact, it is getting worse. So I keep banging my head about all this stuff.
Rob
melnibonian
12-07-06, 07:54 AM
It's all fine an dandy for you guys who are pretty darn good at your manual targetting. BUT, what about us poor guys that have to use AUTO.
HEY, remember, it's just a game. If you want the real thing, "warp" yourself back in time.
I hope to survive long enough just to have a look at this "fantastic" GWX.
Rob
Hey Rob
I am also using auto targetting as I can't b bothered doing all the maths all the time. To aim and hit in different parts of the ship is really easy. To start with you do not lock your scope cross using L. You position yourself (if possible) before the attack, but you let your cross in the scope free. As the ship comes into view you identify it, you open the tubes and you calculate the solution (the WO does but it's the same). After that when the part of the ship you want to hit passes in front of your cross you fire and that's all. Sit back and enjoy the fireworks:up:
robj250
12-07-06, 08:10 AM
It's all fine an dandy for you guys who are pretty darn good at your manual targetting. BUT, what about us poor guys that have to use AUTO.
HEY, remember, it's just a game. If you want the real thing, "warp" yourself back in time.
I hope to survive long enough just to have a look at this "fantastic" GWX.
Rob
Hey Rob
I am also using auto targetting as I can't b bothered doing all the maths all the time. To aim and hit in different parts of the ship is really easy. To start with you do not lock your scope cross using L. You position yourself (if possible) before the attack, but you let your cross in the scope free. As the ship comes into view you identify it, you open the tubes and you calculate the solution (the WO does but it's the same). After that when the part of the ship you want to hit passes in front of your cross you fire and that's all. Sit back and enjoy the fireworks:up:
Thanks Mel, I'll give that a try. I am only permitted to play SH3 or TGW for only 1/2 hr (max)per day now, because of my health, usually it is only for 15 minutes..
Rob
melnibonian
12-07-06, 08:12 AM
Thanks Mel, I'll give that a try. I am only permitted to play SH3 or TGW for only 1/2 hr per day now, because of my health.
Rob
Glad to help Rob
I hope you get well as soon as possible and you enjoy Christmas with your family and SH/GW/GWX :up: :up:
joejccva
12-07-06, 09:12 AM
I don't use manual targeting, I use AUTO and I don't have a problem sinking ships with TGW 1.1a.
The other night I had a destroyer make a beeline towards me while I was surfaced, I went to periscope depth, rigged for silent running and raised periscope just enough to break the water enough to target him. He kept straight at me and he was 1500m away moving FAST (bout 34kts). I opened tubes 1 and 2, waited until about 850m. It was nighttime and raining, huge seas, and I fired torpedo 1, turned my targetting to the right some and fired torpedo 2.
The destroyer saw my first torpedo and did a zig zag to port and the torp missed him, but guess what...my 2nd torpedo ended up being practically right on target now because of his manuevering to dodge my 1st torp. BOOM! Nailed him right on his port side of his bow which caused a huge explosion and ended up sinking him almost instantly. I figured he was going to zig zag dodge my 1st torp which is why I fired my 2nd torp off target a little bit to compensate and it worked beautifully. I only had to wait maybe 5-10 minutes of game time for him to be on his way to the bottom of the ocean.
Case in point: It only took 1 torpedo and a little luck to down a British destroyer hitting him in just the right spot. As far as other times it's usually only 2 torpedoes to sink a ship with the flooding. All I do is just TC up to 8-16x or so and wait for him to sink. As soon as my Navigation Officer says "She's going down" I move on to my next juicy target.
I don't know why people are using 8 torps for just one ship. I've never used more than 2..maybe 3 at the most for the big tankers.
Regards,
Joe
@joejccva
Carrier is abit bigger than a DD. ;)
It also depends pretty much on where you aim your torpedos. I usually sank bigger ships with 2-3 torpedos. One to the middle, one to bow and one to stern.
But dont worry, mates. GWX has a brand new damage model. :up:
melnibonian
12-07-06, 09:26 AM
My experience with GW is that DDs can go down with one torpedo If you don't hit them in the amunition bunker they take longer but usually they sink. Larger ships need more. For example I have sunk an Aircraft Carrier with one torpedo but it was a lucky shot in the fuel tank. To sink HMS Nelson it took me 7 torpedoes and the HMS King George V 6. Thankfully GWX is using a far better and more realistic (in my view) damage model that makes sinking ships significantly easier.
Corsair
12-07-06, 09:28 AM
@joejccva
Sounds very lucky... A DD coming straight at you is a very small profile target, and you must use magnetic fuse (don't see how an impact fuse would work at this angle) therefore setting the torp at the right depth, which by heavy sea can be really tricky (without talking of the risk of early boom from the magnetic fuse if early in war.)
I wouldn't try that too often as it seems to me the risk of being caught pants down at periscope depth versus a very lucky shot is too high.
AVGWarhawk
12-07-06, 09:29 AM
As far as targetting, I use Weapons Officer assist. I can put the crosshairs where I want the torpedo to go and hit the check button to update, fire and off she goes to where I want it. There is no need to lock your target all the time;)
robj250
12-07-06, 05:02 PM
As far as targetting, I use Weapons Officer assist. I can put the crosshairs where I want the torpedo to go and hit the check button to update, fire and off she goes to where I want it. There is no need to lock your target all the time;)
AH, so it's the Weapon's Officer and not the Watch Officer. I was wondering how I could get the watch officer to calculate anything, because that officer is not accessible when submerged. Thanks for the clarification. Do you use the 3-second rule or just open tube and wait for the proper position in the cross-hairs and press FIRE.
Now with respect to the colour chart I printed out from the PDF file of all the ships for their sensitive points on two sheets. I find there are several colours: green, gray, purple, orange, red and blue. I do not know what the colours mean. Could some please tell me. Thanks.
Oh, BTW, in SH3, I have sunk DD with a bow shot several times using only 1 torpedo.
Rob
melnibonian
12-07-06, 05:57 PM
AH, so it's the Weapon's Officer and not the Watch Officer. I was wondering how I could get the watch officer to calculate anything, because that officer is not accessible when submerged. Thanks for the clarification. Do you use the 3-second rule or just open tube and wait for the proper position in the cross-hairs and press FIRE.
Yes Rob it's the Weapon's Officer that does all the calculations and the ship identifications. I should have explained it better. I'm sorry about that :oops:
Now with respect to the colour chart I printed out from the PDF file of all the ships for their sensitive points on two sheets. I find there are several colours: green, gray, purple, orange, red and blue. I do not know what the colours mean. Could some please tell me. Thanks.
OK the colour chart works like this:
Green is for the propelas in the back of the ship. Don't try to fire there as your torpedoes might not explode
Blue is the ship's keel. This is to be hit my magnetic torpedoes about 0.5m under it's position
Pink (or at least it seems like pink) it's the amunition bunker in the warships. If you manage to hit there you can blow up the whole ship with one shot.
Yellow is the engine room (usually below the smoke stack) If you hit there you can either blow the ship up or you can imobilise it.
Orange is the fuel depot. If you hit there under some conditions you can blow up the ship.
Grey is for all other areas.
It's important to remember that these diagrams are for the stock game and not for GW. They do work in GW though for warships and for most merchants. In the case of the merchants some times you might need to alter a bit the position of the torpedo hit but this comes with practice. As a rule of the thumb try to aim for the amo compartments in warships and for the engine room in merchants (both the same as in the stock game in GW)
Also important is to set the correct torpedo depth. Again as a rule of the thumb set the depth to 1m if you're chasing DDs and to 3-3.5m for most merchants. In the case of Tankers set the depth to 1m as well.
If you need more information on this or if you are unsure about anything feel free to PM me or post on the forum and I'll be more than happy to help in any way I can.
Mel
robj250
12-07-06, 06:09 PM
Thanks very much Mel for the information. If I have any other question I will PM you.
Rob
Corsair
12-08-06, 07:37 AM
As far as targetting, I use Weapons Officer assist. I can put the crosshairs where I want the torpedo to go and hit the check button to update, fire and off she goes to where I want it. There is no need to lock your target all the time;)
It sure makes life easier (have been using it as well in the beginning :oops:) but this Weapon Officer identifying instantly a ship kms away, (that he can't see anyway as he is down in the command room) and giving an instant distance and AOB is imho one of the main bugs of the game as it draws you to use totally unrealistic tactics. Since I don't even man the place anymore, I find the game to be very different and more rewarding. Just a point of view, no critics intended as each of us can play the way he wants...;)
AVGWarhawk
12-08-06, 10:54 AM
As far as targetting, I use Weapons Officer assist. I can put the crosshairs where I want the torpedo to go and hit the check button to update, fire and off she goes to where I want it. There is no need to lock your target all the time;)
It sure makes life easier (have been using it as well in the beginning :oops:) but this Weapon Officer identifying instantly a ship kms away, (that he can't see anyway as he is down in the command room) and giving an instant distance and AOB is imho one of the main bugs of the game as it draws you to use totally unrealistic tactics. Since I don't even man the place anymore, I find the game to be very different and more rewarding. Just a point of view, no critics intended as each of us can play the way he wants...;)
Well, weapons officer assist in my view is correct. These are the reasons, as I dial in the AOB, speed, distance, these are the verbal commands given by me for the weapons officer to make the adjustments. It makes no sense for me to be bouncing back and forth dialing in everything. I would not need my weapons officer then and he is nothing but dead weight. Again, it is assist only, no automatic updates other than when I hit the check button on the pad. When using assist, the ships are not identified other than cargo or patrol craft. To me, I see the picture of the attack and how it will come together, I rely this information to the weapons officer (via electronically with the pad). After all, I'm the captain and he is to do my bidding!
I can understand your point if it was full weapons officer doing the calculations. Just driving the boat around , point and shoot is ok for the those just starting out until the get the idea of torpedo launching. Other than that, weapons officer dialing in the information looks to be the correct way to play. But hey, that is just me.
Corsair
12-08-06, 01:16 PM
What I was referring to is if you go through the WO menu, think it is "plan torpedo attack" or something like it, you have an option "identify" which will give you the exact type of locked target, and "solution" which enters instantly in the notepad the exact range and AOB.
On my version I have direct access to the TDC and torpedo settings from the periscope/UZO screen with slideouts, so I don't need to go back and forth to the TDC screen, this is why I consider WO dead weight and don't use one anymore...;)
I often had problems with the notepad, I prefer to use the dials directly.
Again no critics or offense intended, each one of us finds what is best suited for himself. Just wanted to say that working on my own now, I find it more rewarding when it goes "boom" at the right place...
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