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mengle
12-25-07, 06:15 PM
i'm playing GWX 2.0 ships are to easy to sink i don't remember where they were muts harder , gwx 1.2 , 1.3 ore NYGM and what is the file that i need?
is there a mod to, i like to test it with GWX 2.0 :hmm:

Kpt. Lehmann
12-25-07, 08:25 PM
i'm playing GWX 2.0 ships are to easy to sink i don't remember where they were muts harder , gwx 1.2 , 1.3 ore NYGM and what is the file that i need?
is there a mod to, i like to test it with GWX 2.0 :hmm:

The damage models for the ships in GWX have not changed from GWX 1.03 to version 2.0. They are nearly the same across the board.

NYGM damage models are not compatible with GWX 2.0.

Mush Martin
12-25-07, 08:45 PM
Face it KL GWX has raised the bar we are all just better Kaleuns now.:up:

von Zelda
12-26-07, 07:07 AM
GWX 2.0 ships are to easy to sink

Too easy to sink?

I'm on my 4th patrol with a Type II. I average 2 ships sunk per patrol and so far only 1 ship has gone down with 1 torpedo, the rest have taken 2 torpedos and some 3. It seems the smaller the ship, the more torpedos.

mengle
12-26-07, 09:22 AM
i'm playing GWX 2.0 ships are to easy to sink i don't remember where they were muts harder , gwx 1.2 , 1.3 ore NYGM and what is the file that i need?
is there a mod to, i like to test it with GWX 2.0 :hmm:

The damage models for the ships in GWX have not changed from GWX 1.03 to version 2.0. They are nearly the same across the board.

NYGM damage models are not compatible with GWX 2.0.

Trawlers are destroy themself with there deptcharges, only 1 bomb is enough.
Is this a SHIII stock bug?

MRV
12-26-07, 11:05 AM
In reality this is a simple crew error of depth charges set to explode too early and the ship not moving away fast enough. :lol: But the british admirality in SH3 never seems to tell their crews about this.

About the Bombs: it depends on the same factors as with torpedoes, when a big fat stuka-bomb penetrates the deck or strikes a main gun causing ammo to go boom.......well, not really healthy........remember bombs have a real high impact strength in adition to their explosion power. This is why here in germany so many unexploded bombs are found 10 meters underground. The impact alone already created a crater wich later was filled again.

Kpt. Lehmann
12-26-07, 11:50 PM
Trawlers are destroy themself with there deptcharges, only 1 bomb is enough.
Is this a SHIII stock bug?

Yes it is. We've managed to reduce the frequency of occurrance, but have not yet been able to eliminate it in SH3. However, we continue to experiment to remove it as a problem. It still happens in SH3 far more frequently than it did in real life.

Of further note regarding GWX merchant ship damage modelling...

In real life, most merchant ships were sunk by one to two torpedo impacts resulting in successful detonation. This is what we kept in mind and aimed for when setting the damage models for these ships.

Torpedoes in SH3 also put out variable damage in SH3/GWX... resulting in a random variance in performance as one would expect.

Perfect one-shot-one-kill results obtained by players with each shot fired would get boring very very fast.

Dimitrius07
12-27-07, 08:40 AM
According to he GWX 2.0 readme (i think it was the same with 1.3 also) the impact torpido detonator made more damage that the magnetic. I personaly think its right that the GWX team made this that way ;).

I run only 1 patrol so far and i can confirm that the sinking with one torpido is depends on were do you hit, one torpido can think a small merchant if you hit in the middle, larger ships can take more that 2, depends how lucky i`am :D