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View Full Version : GWX 1.03 - Vulnerable Ship Spots


CanuckBoat
05-31-07, 01:25 AM
Last night, I managed to sneak into the middle of a convoy. Managed to hit 1 large transport (1 torpedo, impact, 4 metres) in the front and it went up with a big explosion. I hit the medium cargo in the same spot and also below the smoke stack and no big explosion.

Wondering if there is any advice on where to aim to cause those big fireworks :)

On the same subject, what should be considered for magnetic versus impact setting of torpedoes?

I personally judge based on whether the torpedo will impact at approximate 90 degrees to the target. Anything that is off by 20 degrees or so, I will chance it with magnetic setting.

Back in stock SH3, there was a mod called "Full Vulnerability Mod" which color coded the in-game recognition manual with the engine room, fuel, etc to make for easy aiming. ANything similar in the works for GWX 1.03?

KeptinCranky
05-31-07, 05:41 AM
Big fireworks depend a lot on the Cargo it's carrying, although large merchants tend to blow up a lot if you hit them just between the forward mast and the bridge, they tend to sink from one fish anyhow...

The general consensus seems to be hit them near the forward mast....except for the 2000 ton passenger/cargo don't hit those, they wont sink anyway (or takes too many fish for a measly 2000 tons)

concerning magnetic versus impact, your general rule is good enough, with the addition of the following: in heavy seas 11m/s or over, don't use magnetics, and don't try long range shots, they tend to misfire a lot more

as to the "full vulnerability" I don't use it, makes it a bit too easy for my tastes :D

Jimbuna
05-31-07, 05:49 AM
Last night, I managed to sneak into the middle of a convoy. Managed to hit 1 large transport (1 torpedo, impact, 4 metres) in the front and it went up with a big explosion. I hit the medium cargo in the same spot and also below the smoke stack and no big explosion.

Wondering if there is any advice on where to aim to cause those big fireworks :)

On the same subject, what should be considered for magnetic versus impact setting of torpedoes?

I personally judge based on whether the torpedo will impact at approximate 90 degrees to the target. Anything that is off by 20 degrees or so, I will chance it with magnetic setting.

Back in stock SH3, there was a mod called "Full Vulnerability Mod" which color coded the in-game recognition manual with the engine room, fuel, etc to make for easy aiming. ANything similar in the works for GWX 1.03?

GWX 1.03 is old news now. Work has commenced on v1.04 :yep:
I am not aware of any plans for a 'shipchart' :nope:
You can however download the old one from my sig :up: