View Full Version : I hate Tramp Steamers!
headcase
05-20-07, 09:21 PM
Had a good patrol going, so I decided what the hooey. Matched course and speed 1200m out, surfaced, and on wounderfully flat seas opened up with my 105. Forty rounds and a day later the sleaze still wants to stay afloat! :damn: C3's don't take that much abuse! All in all it wasn't a bad run Bagged a Fiji, couple Tribals a Troopship, and whatnot for A bit over 65KT. :rock: Just can't see myself wasting ordanance on one of those minnows again. Uncle Don wants real tonnage, and don't pay me to do act like animal control and chase the pests.
Thank you for your time, and Good Hunting Gentelmen.
GoldenRivet
05-20-07, 09:40 PM
were you hitting her under the waterline?
thise little piggies can take a lot of damage to the hull and wheel house and stay afloat.
assuming you werent...
dont zoom in on the target, close to within a few hundred meters and place the deck gun cross hairs just about a meter under the waterline and blast away. you should see a water splash followed by an impact sound.
I managed to split one of those little minnows in half the other night with just 5 rounds.
IIRC the fuel tank is just ahead of the wheel house/ bridge.
headcase
05-20-07, 11:07 PM
I figger I just wasn't hittn' the sweet spot just right. Just makes me agro when I get splashes, set fires, and no cookie.
GoldenRivet
05-20-07, 11:09 PM
what are you using
strait SH3 vanilla?
GWX?
any mods? i know that each mod makes some major changes to ship sinking times. as well as how each ship takes damage
headcase
05-20-07, 11:28 PM
GW 1.01 For some reason the infernal machine don't want to update it further. But it's about a year past time to build a new one too. My bet is I mucked it up somehow. Still not gonna mess with another.
bigboywooly
05-20-07, 11:33 PM
Yeah they were a nightmare to sink in GW1.1
You cannot update GW to GWX
Tis a new mod completely and needs a fresh patched to 1.4 install of SH3
GoldenRivet
05-20-07, 11:47 PM
yeah dump SH3 all around and reinstall SH3 vanilla - patch it to 1.4 and get GWX not GW
headcase
05-21-07, 12:02 AM
Cool cats. Just let me sink one more Tanker...
Corsair
05-21-07, 04:35 AM
I found it to be very variable from one tramp to the other. I remember sinking one at rather long distance with 2 88mm shells, average is around 20... (I let my crew do the shooting)
If you have a gunnery qualified officer and a gunnery petty officer, the effect of the deck gun will be fantastic. The other night sank a fast liner from 6,000 meters with 6 shots. The best I had hoped was to get the bugger's attention and slow down with zig zags. :huh:
flakmonkey
05-21-07, 07:01 AM
i fired 7 torpedos at a tramp steamer the other day and she still didnt go down!
every one was a good solid hit and yet after waiting 48hrs for her to sink.. nothing, darn thing must have been full of sponges to stay afloat or something :)
Jimbuna
05-21-07, 09:38 AM
i fired 7 torpedos at a tramp steamer the other day and she still didnt go down!
every one was a good solid hit and yet after waiting 48hrs for her to sink.. nothing, darn thing must have been full of sponges to stay afloat or something :)
If you'd boardrd her before she sank (and you clearly had time) and checked the cargo manifest you would have probably found she was carrying cork :arrgh!:
Heibges
05-21-07, 03:20 PM
Yep. If you launch one torpedo and miss, you waste a lot of time getting back into positon. And because they are so short, they are pretty easy to miss.
But I also feel like I am wasting a torpedo if I launch a spread of 2.
And I rarely see them cruising along in good weather so I can use the deckgun.
Still, this does add to the tactical decision making process.
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