View Full Version : GWX Torpedo Help
Hi, Been playing GWX or a few weeks now, and while it is a great mod, the one thing that is really bugging me is that even the smallest ships take two torps to sink. Now I have asked before an people say it takes time to sink and just hit them in their crit spots. Now I have been doing that constanty:hmm: Hitting small and coastal merchants where the fuel stores are and nothing. I have fired one torp and waited over 24 hours and the thing doesn't sink. Since I have installed GWX I have only got one crit hit and that was against the Battleship Royal Oak on the third Torp.
While I can understand this is for "realisms" sake, I have just een reading Iron Coffins, and Werner constantly states that many of the ships he destroyed went up in balls of flame or sunk within mins. Also usually after one torp.
Now I don't want to uninstall GWX cause there are so many great things about it, but I am wondering if there is a way I can manually change either torp dmg/crit chance or the hit points of ships, cause having to consitently send 2/3 torps per target is not fun, especially since I like starting in the IIB boat and working my way up it takes ages to get renown in order to get better boats etc...
P.S. Sorry if this sounds like whinning :doh:
Alex
danlisa
03-29-07, 03:59 AM
Are you patched up to 1.03 yet?
I know someone else who had the same thoughts.:hmm:
If you can answer the above question, I might have something for you.;)
Got 1.4b patch, SHIII commander. (just downloaded SHIII Gen a few hours ago)
danlisa
03-29-07, 04:34 AM
No, sorry mate, which version of GWX are you using? The latest patch is 1.03, this has recently been releaseed, however, the tweak I have for you will work with 1.02.
cardician
03-29-07, 04:42 AM
I have to say I agree with you Alexdk. I posted something very similar in my Ship won't Sink thread. First patrol I did manage to sink two boats with one torpedo. One did take a little bit to sink (like an hour). The other actually went down immediately. However, another boat took two. On my second patrol I found a small merchant, hit it perfectly with a torpedo right mid deck below the smoke stacks, 12 hours later, it's half sunk but not sinking any farther. The water is literally passing over the hull and at times an entire half is submerged due to waves, but when the waves aren't there you can see its not sunk any further than it was 10 hours ago. Absolutely crazy.
I have to say I really love how SH3 Commander offers a few tweaks. GWX is absolutely incredible but I too would love it if it were a bit customizable. I don't even have realistic ship sinking times turned on and still...12 hours and this 3/4 sunk ship won't go down.
Basically I would love to know if there is somethin I could tweak as well. Personally I'd love to see a little more one hit firey explosions :)
Oh, and I am running all latest patches. GWX, SH3, SH3 Commander, etc.
melnibonian
03-29-07, 04:43 AM
If you want to have quick ship sinkings try the GWX Special Effects Mod http://files.filefront.com/GWX___Special_Effects_V10rar/;6553451;/fileinfo.html. A word of advice though. Use JSGME to enable it as I am not 100% that it is fully compatible with GWX 1.02 or 1.03 (I think it is but better be safe than sorry)
I got the newest GWX version. Wil check out that special effect mod, maybe it wil help. As I said, GWX is great, just sinking is a bit to "long" for myimpatient self, besides I love the huge explosions :sunny:
Thanks for the help!
danlisa
03-29-07, 04:53 AM
Alex & Cardician, you both have PM's:cool:
cardician
03-29-07, 05:03 AM
Thanks danlisa :)
Another question relating to this, as I'm a bit impatient myself. How far can one be from a ship and still get credit when it finally registers "going down"? So if I shoot a torp at a ship and I know its gonna go down eventually, but don't want to wait for hours for it to happen, can I continue my patrol, be a hundred nm away, and still get credit when it finally sinks low enough to register as sunk with the game?
Oh, and on that note, historically did sub commanders actually stick around to watch the ships sink? I mean obviously not if they've got destroyers to hide from or are being pursued...but early war when it was just lone merchants? Or did they fire, know they'd done the job, and continue on?
danlisa
03-29-07, 05:08 AM
There is a limit to the distance that you can be before the game engine magically forget's about the damage you caused. I would say, don't be any further than 20km away but there are no promises.
The easiest way to ensure that you get credit is not to leave before you get the 'She's going Down' msg.
If there was the opportunity for RL kaleuns to stick around to confirm the sinking then they would, if however it was part of a convoy attack with escorts present I have to assume the only way to reliably 'guess' if their target was sunk was to use the hydrophone.
cardician
03-29-07, 05:11 AM
Interesting. I know I tend to stick around mostly for the pure enjoyment of watching thousands of tons of metal sink to the dark blue depths. So I guess I'm not surprised :arrgh!:
Platapus
03-29-07, 08:10 AM
Basically I would love to know if there is somethin I could tweak as well. Personally I'd love to see a little more one hit firey explosions :).
Would deselecting "realistic ship sink times" from the realism screen help? I don't remember if you take a hit on renown for this, but I imagine that it would be only a small hit.
While I like the realistic sink times, it would be nice if you could get advice (with some range of uncertanity) from your weapon's officer that the ship was doomed or that it needs "one more".
I imagine that experienced sub Captains in Real Life would have some insight as to whether a ship had enough to eventually sink.
Steppenwolf
03-29-07, 10:38 AM
No, sorry mate, which version of GWX are you using? The latest patch is 1.03, this has recently been releaseed, however, the tweak I have for you will work with 1.02.
What is the tweak?
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.