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View Full Version : Ships no Longer break in half? How do i save campaing b4 uninstall


KillaCali310
01-24-08, 08:52 AM
I was wondering if anyone knew if the mod actually now prevents the ships from splitting in half like the desstroyers Tankers ? Also Is there anyways to save my campaigns b4 uninstalling the game so i can add em back in after i reinstall iit?

snwcrsh
01-24-08, 09:00 AM
I'm not aware that ships couldn't break anymore (if you refer to GWX). But I'm not 100% sure on that.

As for your save games: SH3 will save your game in your personal files folder. So you can uninstall without losing your career.

danlisa
01-24-08, 09:04 AM
How's this?:arrgh!:

Large Tanker - Bye Bye

http://i149.photobucket.com/albums/s64/danlisa_photo/New-Smoke.jpg

You can still break the backs of all merchants & escorts/DDs but you need to find out where to hit them.;)

KillaCali310
01-24-08, 09:08 AM
well ty for ur quik response as far as the breaking it worked ok without mod but ever since mod nothing has happend they just sink whole and thats ppretty much. Last thing hopefully u resspond to ths aswell, IS Bergen a port made by GWX just wondering in case i wanna play without mod for a few days?

danlisa
01-24-08, 09:15 AM
:-? Not sure, so long since stock. I think Bergan was in SH3 1.4b.

Seriously, GWX has changed the damage mechanics for all vessels. Now, all ships will sink due to flooding. However, you can still score critical hits (aka 1 torp kills), if you know where to aim.

ReallyDedPoet
01-24-08, 09:16 AM
Welcome to SUBSIM :up: KillaCali310


RDP

Keelbuster
01-24-08, 09:20 AM
GWX makes keelbreakers a lot less likely, but they still do happen.

KillaCali310
01-24-08, 09:24 AM
Ive played with mod for sometime just never came to the forums to post thnx for welcome. Othwer thing im pissing my pants cause im not ssure wat the game just did, but it seems to me that IO hit uninstall and ssome weird things came up like Text_Delete_forgot wat was here and it gave me a yesss andd no when it finally finiished saaaid something about a maintanace im just hoping my career isnt erasedd i had just gotten my XXI after playing campaing fro 1939 its gona really suck if i lost it all

Jimbuna
01-24-08, 11:31 AM
Welcome aboard KillaCali310.....the only way your saved games will be accepted is if you reinstall identical files :arrgh!:

Blacklight
01-24-08, 12:41 PM
I've broken MANY ships in half with GWX 2.0 installed. Like the above post, you just have to know where to hit them.:yep:

Jimbuna
01-24-08, 02:39 PM
I've broken MANY ships in half with GWX 2.0 installed. Like the above post, you just have to know where to hit them.:yep:

Would you be interested in posting an article to explain the best spots for people ? :hmm:

Hartmann
01-24-08, 06:49 PM
I noticied it some time ago with gwx, before with RuB i had a lot more breaks in half than usin GWX.

Some people can say that is a lot more realistic that the ship sunk in one piece but i like the fireworks


you can change some zones cfg values , GWX disable some Criticals and reduce the probability

for example this is from RUB

;************************************************* ******
;NEW SMALL MERCHANT
;************************************************* ******
[NSKeel]
Category=Keel
Multiplier=5.0
Flotability=50.0
HitPoints=120
Destructible=No
Armor Level=20
Critic Flotation=0.99
Critical=Yes
Critical Chance=1.0
FloodingTime=120
CargoType=None

every part of the ship have his own values, keel, engines,cargo ...

Wreford-Brown
01-25-08, 11:33 AM
No screenshot (I was too busy watching:D ) but I broke the back of a 1980 ton merchant with a single shot from the deck gun.
Guess my crew knew exactly where the sweet spot was!

Avatar
01-25-08, 02:51 PM
I've broken MANY ships in half with GWX 2.0 installed. Like the above post, you just have to know where to hit them.:yep:

Would you be interested in posting an article to explain the best spots for people ? :hmm:

This is a great idea! Right now I still aim for the bow. If I have acoustics loaded in the stern torpedo room, I let the target go by and shoot at the propellors. This seems to sink most ships with one torpedo.
But, I think that if you aim at the masts(or cargo cranes?) there is a good probability of sinking, too.

Brag
01-25-08, 04:33 PM
Welcome aboard, Killa!

Ships will break in two in GWX, but not as often as in stock.

Wreford-Brown
01-28-08, 12:46 PM
Killa,

Are you using impact or magnetic torpedoes? Magnetic under the keel is far more effective at breaking the back than impact onto the hull.

Fenris_Wolf
01-28-08, 01:23 PM
My general aiming guidelines:

Usually aiming between the engine room and the fuel bunker makes a most efficient shot for merchants (the fuel bunker is always infront of the engine room which is usually right under the chimney or slightly ahead of it, position also relative to the bridge's location), or at the ammo bunker if it's a battleship, or at the depth charge racks if a destroyer, at about 3 to 3.5m depth for larger ships.

If I have to choose between a KGV and a Nelson (had to recently (and took both out with luck)), I'll take the Nelson out first because I think it's much easier to hit the ammo bunker with a volley of torps due to the layout of the ship.

Rear ammo bunker/fuel bunkers in some cases are not recommended to target because the hull of some larger ships curves near it's rear end.

Magnetic keel busting shots if the target is hidden behind lesser targets or if the angle of impact is so small that you think the torpedo will glance off the hull.

But breaking in half, I don't even remember the last time I saw that happening.

Though I would love to learn it's technique! :D

Grayson02sept1980
01-30-08, 10:04 AM
Hi Folks!

Second post... and wondering:

how do you aim at a certian spot of the ship?

Thanks

Wreford-Brown
01-30-08, 03:56 PM
There are 2 methods that I use, but I can only get them to work at lower realism levels (and until I get a lot more practice at 100% I consider it a good shot if I even hit the ship!).

The first method is to manually aim at part of the ship with your periscope rather than locking the periscope on the centre. The engine room and fuel bunker are generally underneath the smoke stack so it makes a good general aiming point.

The second method only works if you're at 90 degrees to the ship, between 400 and 800m away and have an angle on the bow of less than 20 degrees. At this point, the ship recognition manual will show a number of dark grey boxes. These boxes correspond to certain points on the ship (propulsion, engine room, fuel bunkers, keel and ammo bunkers) and if you click on the box to highlight it the torpedo should aim for that point on the ship. I found this method a few days ago on another thread and started by experimenting on static ships in Calais (although the minefields around there can make it a bugger to get in and out safely). There is also a merchant vulnerability guide in the mod area of subsim but it doesn't cover all ships on GWX 2.0.

I'll be interested in some education from the more experienced Kaleuns on subsim!

Gezur(Arbeit)
01-30-08, 05:26 PM
I wonder how u want to aim that exactly...

- U calculate the range to the target, u calculate the AOB, u calculate the speed,

end then u want to aim exactly the a specific part of the ship?!