View Full Version : PYRO ship and no big bang!!!
Hi i hit a pyro ship with two tim fish both exploded on contact impact. I was expecting ahuge explosion, but didnt get one! Am i not aiming at the right parts of the ship? and how do you find out what parts to hit, i know how to aim. I am running GWX. Maybe the ship was empty but it was on its way to Norway. I guess i am right in saying this is a ammo ship!!!
Thanks
danlisa
01-17-07, 07:51 AM
Unless this happens with every Pyro ship you sink, then you don't have a problem. You won't get spectacular fireworks everytime.
LeafsFan
01-17-07, 07:51 AM
IIRC GWX has tuned down the number of explosions you can expect.
HB
Maybe the ship wasn't fully loaded.
Btw, CHECK MY AVATAR!:o
IRONxMortlock
01-17-07, 07:57 AM
I've had this happen before but generally they blow up with a single fish. I've found when they don't immediately explode they can be tough nuts to crack.
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andy_311
01-17-07, 08:03 AM
I don't always get big booms with pyro ships because it's an ammo ship doesn't mean it got to carry ammo,I even hit a depot ship once and thinking it was resupplying all those subs,it would be fully loaded with things that go boom,it didn't.
Abd_von_Mumit
01-17-07, 08:04 AM
It happened also to me - 2 hits into Pyro (3 m deep, impact trigger) and it even didn't sink. As it was in a convoy, I didn't manage to get close enough next time to finish the job. In the same time i also hit Whale Company Ship with 1 torpedo and it sunk like ton of steel at once... That was strange, but what to do? He could just carry water as ballast, couldn't he? :)
johan_d
01-17-07, 08:13 AM
Just got one in the Med, and with four deckgun shots, it was over for it. Huge fire!
The rest of the patrol is very boring, no ships.. heading for the choke point around Lampedusa .. they have to pass there, 1941.
melnibonian
01-17-07, 09:29 AM
If the ship sunk due to flooding there is no reason to see fireworks. If you want to get big explosions and one torpedo kill, try hitting the Pyro in the front part (under the first set of masts). At this spot the ammo bunkers are located, and you maximise the chance of a big explosion
hyperion2206
01-17-07, 10:47 AM
There's is a part of the Pyro which causes a huge explosion. If you manage to hit a Pyro right under her 1. mast it will explode 10 out of 10 times, so that could be called "cheating" but what do I care.:p:rotfl::arrgh!:
Sailor Steve
01-17-07, 11:43 AM
Why were they labelled "Pyro"? Ammunition ships could and did explode spectacularly, but no one ever called them "Pyro" ships.
mookiemookie
01-17-07, 11:54 AM
Why were they labelled "Pyro"? Ammunition ships could and did explode spectacularly, but no one ever called them "Pyro" ships.
From my understanding, Pyro was the class of ammo ship. Nitro and Volcano classes existed as well, but I think those came after the war.
WilhelmSchulz.
01-17-07, 02:54 PM
Aim for the foward crane. dose it every time. :yep:
bigboywooly
01-17-07, 02:56 PM
Why were they labelled "Pyro"? Ammunition ships could and did explode spectacularly, but no one ever called them "Pyro" ships.
http://www.navsource.org/archives/09/0501.htm
Steppenwolf
01-17-07, 03:24 PM
Melnibonian, Hyperion2206 (or anyone),
How did you know that was the spot to shoot for in order to hit the ammo bunkers?
I know a few "general" rules, like the Engine Room is usually under the smokestack, The magazine is usually under a turret, but don't really know where to aim for anything else.
I like to use manual targeting and try and aim for a specific part of a ship (adds another challenge to the game) that will do more damage. Hitting it, of course, is another matter entirely. :)
Is there anywhere to look in the games cfg or other files that would help indicate a ship's general layout? I have a pdf indicating this for some of the original ships, but I know GWX changed a lot of things around and, of course, there is no info on the many new ships introduced. For that matter, anyone know if there IS any kind of damage increase (or other advantage) to hitting these kinds of spots in GWX? Info on how the new damage model works seems to be a little sparse.
Otherwise, the only way I would have figured out where the Pyro's bunkers were, would be to shoot at about 10 of them, in a different spot each time and see what seemed most effective. Not looking to blow up everything in one big blast, but since I have enough trouble just hitting the ship, I'd kind of like to know that I am at least aiming for the right spot. That way, if by some miracle I actually connect, it is at least increasing the damage a little.
Abd_von_Mumit
01-17-07, 03:29 PM
Hmm... I simply prefer to learn those by practise. What you learn that way you'll probably never forget. Every time you shoot a X-type ship you do your best to spectate the results and you learn something more. The 100th time when sinking an X-type you will be completely sure that you know where it has its most interesting places. And then you can feel like real Kaleun that also was never told all that stuff before he tried on himself.
Hartmann
01-17-07, 04:00 PM
what crew number they use in those ships ??
it could be very dangerous be on the top of thousand tons of high explosives waiting for a torpedo hit...:doh: :dead:
bigboywooly
01-17-07, 04:04 PM
what crew number they use in those ships ??
it could be very dangerous be on the top of thousand tons of high explosives waiting for a torpedo hit...:doh: :dead:
Specifications:
Displacement 7,025 t.(lt) 10,600 t.(fl)
Length 482' 9"
Beam 60' 11"
Draft 20' 11"
Speed 13 kts.
Complement 289 <---------- Not a good job for these guys
vodkavera
01-17-07, 04:38 PM
There's is a part of the Pyro which causes a huge explosion. If you manage to hit a Pyro right under her 1. mast it will explode 10 out of 10 times, so that could be called "cheating" but what do I care.:p:rotfl::arrgh!:
Hehe, I just managed to do just that during my last patrol!!
A lucky shot from 1700m, at 40 deg. angle. 1m under keel.:arrgh!:
I was follow him at full speed(7knt), but she was steaming at 7 knt aswell so I thought that I could slow him down a bit.....instead she sinks...hehe.:rock:
/VV
I think it also depends on the direction they're traveling. Heading West They might be carrying something other than ammo, so no big boom. Traveling East or North towards GB I'd expect them to carry ammo and you'd see a "big badda boom". :D
hyperion2206
01-17-07, 04:46 PM
Melnibonian, Hyperion2206 (or anyone),
How did you know that was the spot to shoot for in order to hit the ammo bunkers?
I know a few "general" rules, like the Engine Room is usually under the smokestack, The magazine is usually under a turret, but don't really know where to aim for anything else.
I like to use manual targeting and try and aim for a specific part of a ship (adds another challenge to the game) that will do more damage. Hitting it, of course, is another matter entirely. :)
Is there anywhere to look in the games cfg or other files that would help indicate a ship's general layout? I have a pdf indicating this for some of the original ships, but I know GWX changed a lot of things around and, of course, there is no info on the many new ships introduced. For that matter, anyone know if there IS any kind of damage increase (or other advantage) to hitting these kinds of spots in GWX? Info on how the new damage model works seems to be a little sparse.
Otherwise, the only way I would have figured out where the Pyro's bunkers were, would be to shoot at about 10 of them, in a different spot each time and see what seemed most effective. Not looking to blow up everything in one big blast, but since I have enough trouble just hitting the ship, I'd kind of like to know that I am at least aiming for the right spot. That way, if by some miracle I actually connect, it is at least increasing the damage a little.
I could try to mske up a story how I found out which part to hit, which would make me look really smart.:rotfl::arrgh!: But for a change I'm honest: I read about it in another thread.:88)
bookworm_020
01-17-07, 04:47 PM
I one sank a pryo with two deck gun rounds and another with three! The second one nearly killed me, as I had taken my boat a little too close!:oops:
Aim just forward of the aft deck house and you get a big BOOM!:arrgh!:
Sailor Steve
01-17-07, 05:39 PM
Why were they labelled "Pyro"? Ammunition ships could and did explode spectacularly, but no one ever called them "Pyro" ships.
http://www.navsource.org/archives/09/0501.htm
:rotfl: There's always something!:oops: :damn:
But I bet they still didn't call them Pyros!
{said quietly as he crawls off to hide under a rock}
As you may have noticed, GWX merchants use generic names and the Pyro class was supposed to receive one as well - "Naval Auxiliary Ammunition." However, it appears that when this new generic name was added to Englishnames.cfg, someone forgot to delete the original name - because the original was first in the list, it still shows up. Therefore, it is an accident that the specific class name has been retained. Still sounds cool though, doesn't it?:p
wamphyri
01-17-07, 09:47 PM
Actually I don't see any reason why they wouldn't be called pyro's .. even if in slang. The example I throw at your feet is the sherman tank during this very same war. The british called them Ronsons, the americans called them Zippo's, because they used gasoline engines and if hit with a shell had a good chance of exploding from the fuel tanks being ruptured. they were given those names because they were brands of lighters.
diesel engines didn't pose much of a risk of exploding in flames so the german and the soviet tanks weren't as likely to burst into flames.
I doubt this has anything to do with why they were called pyro's but one can dream can't he :D
History lesson aside .. I assume it's because that's the class of ship, why would we call a Black Swan anything else?? I'm not about calling them "Dear god ALMIGHTY" are you? Black swan works just fine for me.
Wamphyri
Dallass_Drake
01-17-07, 09:57 PM
Melnibonian, Hyperion2206 (or anyone),
How did you know that was the spot to shoot for in order to hit the ammo bunkers?
I know a few "general" rules, like the Engine Room is usually under the smokestack, The magazine is usually under a turret, but don't really know where to aim for anything else.
I like to use manual targeting and try and aim for a specific part of a ship (adds another challenge to the game) that will do more damage. Hitting it, of course, is another matter entirely. :)
Is there anywhere to look in the games cfg or other files that would help indicate a ship's general layout? I have a pdf indicating this for some of the original ships, but I know GWX changed a lot of things around and, of course, there is no info on the many new ships introduced. For that matter, anyone know if there IS any kind of damage increase (or other advantage) to hitting these kinds of spots in GWX? Info on how the new damage model works seems to be a little sparse.
Otherwise, the only way I would have figured out where the Pyro's bunkers were, would be to shoot at about 10 of them, in a different spot each time and see what seemed most effective. Not looking to blow up everything in one big blast, but since I have enough trouble just hitting the ship, I'd kind of like to know that I am at least aiming for the right spot. That way, if by some miracle I actually connect, it is at least increasing the damage a little.
I think at lower realism, you can target a Pyro and at the ideal (Green) angle of attack you can pull up the boats details, with four areas your WO can target with his solution ... As has been recommended, I put my Torps in the front under the masts, round there is a forward ammo bunker. I think there is also one in the rear but I'm always successful putting them in the front and haven't anything else
bookworm_020
01-17-07, 11:07 PM
Actually I don't see any reason why they wouldn't be called pyro's .. even if in slang. The example I throw at your feet is the sherman tank during this very same war. The british called them Ronsons, the americans called them Zippo's, because they used gasoline engines and if hit with a shell had a good chance of exploding from the fuel tanks being ruptured. they were given those names because they were brands of lighters.
diesel engines didn't pose much of a risk of exploding in flames so the german and the soviet tanks weren't as likely to burst into flames.
I doubt this has anything to do with why they were called pyro's but one can dream can't he :D
History lesson aside .. I assume it's because that's the class of ship, why would we call a Black Swan anything else?? I'm not about calling them "Dear god ALMIGHTY" are you? Black swan works just fine for me.
Wamphyri
The Germans called the Sherman tank "The Tommycooker", with the british quote, they called the tank "Ronson, it lit first time!"
A bit more info
http://www.iomoon.com/ships.html
http://www.ibiblio.org/hyperwar/USN/ships/ships-ae.html#pyro
http://www.ibiblio.org/hyperwar/USN/ships/AE/AE-1_Pyro.html
Steppenwolf
01-18-07, 01:15 AM
I think at lower realism, you can target a Pyro and at the ideal (Green) angle of attack you can pull up the boats details, with four areas your WO can target with his solution ... As has been recommended, I put my Torps in the front under the masts, round there is a forward ammo bunker. I think there is also one in the rear but I'm always successful putting them in the front and haven't anything else
Yes, there was a built-in "cheat" in the original SH3 where if you clicked on those little boxes and fired your torpedo, a hit resulted in a guaranteed kill. If you just used them as a reference and aimed the torpedo yourself (either by autoaiming with the crosshair or doing the full manual targeting routine) there was a certain percentage chance of a critical hit, assuming you hit it at all, but it was only a chance, not guaranteed.
Thankfully, the "click on the box/guaranteed kill" part of this has been inadvertently broken by GWX. Kpt. Lehmann has stated they intend to remove it from any remaining ships it may still work with and I heartily agree with his decision.
As a caveat though, you can't use them as a reference anymore either, however. The new GWX ships never had their boxes accurately placed (designers just copied the boxes from old ships over to the new ones) and since GWX changed the compartments around on the original ships, the boxes may or may not be accurate on those as well.
The only negative effect of this is that we ( or at least nautically-challenged landlubbers such as myself ):) don't really have a clue where the compartments might be, especially on the new ships (like the questions people had about the Pyro above). Which is why I was wondering if there was some way to figure out a ballpark idea of the ships layout (or general guidelines like the "engine room under the smokestack" rule). I do the whole manual targeting routine and don't want ships exploding like an arcade gallery, but do like the challenge of aiming for a specific part of the ship for even a little possibility of extra effectiveness (even if I don't have a snowball's chance in hell of hitting it) :D
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