View Full Version : One of those 'if a tree falls and there's no-one there' questions..
Paul_IronCoffin
10-20-08, 04:19 PM
Evening all,
Apologies if this has been asked innumerable times, but I drew a blank with 'search'.
If I mortally wound a ship, and then turn away such that the ship sinks some time later when I'm long gone, am I credited with the kill, or do I need to be around to see it fall?
cheers
Paul
If You get the message "Shes going down"- it means the job is done.:yep:
Press K to see it in Your log.
I spent so many days waiting for the broken in half cargo to go down, and on few occasions it didnt sink at all.
Task Force
10-20-08, 05:29 PM
And if does break in two and dosent sink, Deck/AA gun it.;)
Paul_IronCoffin
10-20-08, 05:33 PM
No, I mean those that eventually sink circa 2 hours later. After 2 hours, I'm well away and no intention of hanging around to use the deck artillery.
I guess I'm asking if I see a ship slowing with a bit of a list, can I get on with the mission and turn away full in the knowledge that she'll eventually sink, and I'll get the tonnage credit.
cheers
Paul
Madox58
10-20-08, 05:42 PM
You must be with in a certain distance of the unit to get credit.
Just as in Real Life.
If you can not verify the 'Kill"
No credit for a 'Kill'
Graf Paper
10-20-08, 05:47 PM
I may be wrong about this... [EDIT] -Okay, I'm not wrong. Thanks for confirming this, privateer. My brains are a little faulty today.
I recall many discussions like this in the past. It seemed the general consensus was that you get no credit for torpedoing a ship that later sinks if you are out of contact range with that ship.
I believe the limit is you have to be within visual or hydrophone range of the ship or else the AI of your crew won't "know" the ship is sinking. That makes sense. How would you know indeed if a ship goes down unless you have some proof? Without confirmation, you get no credit, just like in the actual war (mostly).
So your crew either needs to see her going down or listening on the hydrophone for the distinct sounds of bulkheads collapsing.
Unfortuantely, this means you need to stick around and possibly find your boat in the path of a destroyer's ASDIC, as they're running to investigate the scene. You'll have to use another eel to make her sink faster if you're in a hurry or just want to vacate the area before those pesky ASW blighters show up.
One other thing to keep in mind...
In bad weather/rough seas, sometimes you will not get credit for a ship that sinks after you torpedo her because it was actually the waves swamping the ship that caused the sinking and not the torpedo damage.
Paul_IronCoffin
10-20-08, 05:49 PM
Thanks both - that makes sense, and is exactly addresses my question.
cheers
Paul
I don't think visual verification is really necessary. There are many times my victims in a convoy sunk while I was already quite far from the convoy. But if a ship doesn't sink in 2-3 hours, they just won't sink (not like in the real world...)
difool2
10-21-08, 09:11 AM
Once I severely damaged a medium liner (one of those liner/freighter hybrids) and blew her prop off, but had no torps left and the weather was too nasty to surface and finish her with my guns. I left, and a day later I saw a single ship IDed as the one I had damaged sailing along 100 km behind her convoy. I even capsized a British CA in SH4, got credit for the sinking, only to see her sailing along just fine on the big map a period of time later.
The maximum distance within which you need to be from the ship for it to count as a kill is 30km, I believe.
Jimbuna
10-21-08, 09:44 AM
The maximum distance within which you need to be from the ship for it to count as a kill is 30km, I believe.
Correct....or more precisely, 'rendering' range http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif
Paul_IronCoffin
10-22-08, 04:30 PM
OK, thanks. That's not so bad. I'm prepared to stay within 30km, but rather not hang around in the immediate vicinity - especially when I know for sure there's ASW kit in the area.
cheers
Paul
Once I severely damaged a medium liner (one of those liner/freighter hybrids) and blew her prop off, but had no torps left and the weather was too nasty to surface and finish her with my guns. I left, and a day later I saw a single ship IDed as the one I had damaged sailing along 100 km behind her convoy. I even capsized a British CA in SH4, got credit for the sinking, only to see her sailing along just fine on the big map a period of time later.
All ships sunk in shallow water (as long as any part of the ship still stick out of the water), or dead in the water, afloat but not sunk, will be repaired magically, as soon as you are far enough away(out side the migical rendering range perhaps?) and be on their path at regular speed (and all armament restored). If you have already got credit for the first sinking, the second sinking won't count, it happened to me more times to count. Even if I play the patrol continuously without save/reload.
Graf Paper
10-22-08, 05:29 PM
That's a little phenomenon game developers refer to, technically, as "respawning".
Yes, if a unit respawns during the same patrol, you get no credit for additional sinkings of that unit.
I just know that disappoints all you skippers that had thought of camping out near Scapa or Liverpool for repeat kills on capital ships. :p
And thanks for clarifying the range required for getting a kill credit, CCIP and jimbuna. It certainly does make it safer being 30km away, rather than in the lap of your kill as it's screaming out an S.O.S. to every ASW vessel in the area!
Commander Gizmo
10-22-08, 06:35 PM
You'd have to be a really good shot to do it, but I read somewhere that the ships can't send out an SOS if you blow up their radio room. Anyone know how fast you'd have to do that to keep them from getting out a message?
Graf Paper
10-22-08, 08:13 PM
If you mean taking out the radio shack with the deck gun, then you'd have to blow it up in one shot before you were spotted by the lookouts.
Otherwise, you'd have to rely on breaking the ship in half with a well-placed torpedo. I think that will stop any chance of an S.O.S. getting out, but you never know for sure just how the AI does things sometimes.
Jimbuna
10-24-08, 07:09 AM
You'd have to be a really good shot to do it, but I read somewhere that the ships can't send out an SOS if you blow up their radio room. Anyone know how fast you'd have to do that to keep them from getting out a message?
Great....if only it were true.
Radio rooms (working or otherwise) are not modelled into the ships.
SOS messages (the hypothetical type) are managed by the game engines SDK.
Graf Paper
10-24-08, 04:19 PM
So the times I've expended ammo demolishing the superstructure or spent an extra torpedo to break a ship's back were all wasted effort for trying to prevent a radio message from getting out? :huh:
Too bad there isn't some way to attach a node to the model that, once that node is destroyed, it sets the % chance a ship radios for help to zero. :hmm:
Ah well. :-?
Jimbuna
10-24-08, 05:17 PM
BE MORE AGGRESSIVE!!.....SINK EM ALL!! http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif
.....and prepare for GWX3.0 http://www.psionguild.org/forums/images/smilies/wolfsmilies/scream.gif
http://img265.imageshack.us/img265/5871/animation1xx5.gif
Commander Gizmo
10-24-08, 05:34 PM
I believe that I remember the idea of preventing radio transmissions from an interview with the devs. Perhaps it didn't actually make it into the game.
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