View Full Version : outbound tankers
Bikedancer
03-09-09, 09:19 AM
Hi,
I have a question regarding outbound tankers (sailing from england).
Too many times I've hit outbound tankers on a sensitive spot (engine room, fuel room etc.) with both magnetic triggered fish as well as normal impact fish. Too many times I've also seen this 'super' tankers continue their journey as if nothing happened. Regular inbound tankers go down more easily, that's beyond doubt. So my question is: Do this outbound tankers have more hitpoints (or anything similar) to reflect that they are empty? if so, can this be modified?
Thanks
Otto Heinzmeir
03-09-09, 12:04 PM
I honestly don't know, just bumping this back to the top.:yeah:
Sailor Steve
03-09-09, 12:13 PM
WELCOME ABOARD!:sunny:
I think you've just been unlucky with the outbound ones. I'm pretty sure neither the game nor any of the mods make a difference between inbound and outbound ships.
GreyOctober
03-09-09, 12:23 PM
An interesting read regarding the toughness of tankers http://en.wikipedia.org/wiki/SS_Ohio
A Very Super Market
03-09-09, 05:33 PM
Don't Tankers that spawn in Britain have their cargo listed as "ballast" or something?
I'm not surprised by the tanker's hardyness, since they basically made to hold large amounts of liquid. Oil simply goes up in flames when torpedoes hit, but with a ballast, you would have to destroy the structural integrity, or hit the engine room hard.
Bikedancer
03-09-09, 07:06 PM
Yup, the nice folks at the ubi forum (you are fine folks as well :) ) told me to look in the mission editor. Outbound tankers have as cargo just freight whereas inbound ones carry fuel. That explains my suspicion.
I don't expect a tanker to go down with just one fish, even if it's hit in the engine or fuel room. What really ticks me off is that these blasted ships keep going on. At least a speed reduction (followed by isolation from convoy) would be in place.
So, very soon there will be no Ohios in my game :arrgh!:
Fr8monkey
03-10-09, 08:08 PM
I was in the midst of a tanker convoy recently and sank 4 of them. Whan I returned to port and checked the SH3 Commander it stated that one of the tankers was carrying grain and another was carrying timber. I think the tanker are being used to confuse Sub Capitains from the real targets:hmmm: .
WO: "But Capitain, I just hit the tanker with 6 torpedoes and it isnt sinking!!!"
Capt. : "Damn, must be a load of cork going to America again."
Sailor Steve
03-11-09, 09:03 AM
That's really bizarre, as looking at the list of cargo available for the tankers I only see different types of oil. Can you tell me which types of tankers were carrying grain and timber? Also, have you tried my Ship Names update? I did fix some anomalies when I did it, but I'm sure I may have missed some.
http://files.filefront.com/Ship+Names+Update+2+8+09zip/;13246353;/fileinfo.html
Hanomag
03-11-09, 09:44 AM
Welcome Aboard Herr Kaluen!!! :arrgh!:
Bikedancer
03-12-09, 12:55 PM
since when does SH3 commander mentions the type of cargo of sunken ships?
@ hanomag/steve: Thanks :yeah:
Sailor Steve
03-12-09, 01:50 PM
The new 'Thallium' 3.2 version, released back in January.
http://www.subsim.com/radioroom/showthread.php?t=147237
Bikedancer
03-12-09, 05:58 PM
Double thanks for both the link and your work in this awesome release!:sunny:
a little OT question though: a minor annoyance in previous versions was the disappointment to see a french/spanish name for a sunken ship that was clearly british (or commonwealth). Similarly, polish ships turned out to be named after english places. :hmmm:
Has it been possible to do something about it using the campaign.RND?
Hmmm, just noticed that addition to Commander - reviewed my last log, and found out the name of the ship I nailed - HMS Aquitania, 45,557 tons, just over half of my 86,385 ton patrol :rock:!
Cool feature to be able to review from day one.
Sailor Steve
03-13-09, 12:02 PM
a little OT question though: a minor annoyance in previous versions was the disappointment to see a french/spanish name for a sunken ship that was clearly british (or commonwealth). Similarly, polish ships turned out to be named after english places. :hmmm:
Has it been possible to do something about it using the campaign.RND?
Unfortunately the answer is yes and no. Yes, it would be possible to create a ship model clone for each merchant for each country, so when you sank a 5200-ton Polish merchant it would recieve the name of a 5200-ton Polish merchant.
The first problem is that in my extensive and exhaustive (and exhausting) Ship Names research I've found that there are only so many types used by any one country. I could guarantee that in most cases the ship name you got would be a name exactly corresponding to the ship you sank. However, there might actually only be one name corresponding to that type, so every time you sank one you would get the same name.
The second problem is that for each clone created the loading time would be increased. If every ship was nation-specific you might be looking at waiting for as much as an hour for the game to load.
SH4 makes it easier, so when that finally gets done it should be better.
WO: "But Capitain, I just hit the tanker with 6 torpedoes and it isnt sinking!!!"
Capt. : "Damn, must be a load of cork going to America again."
Never underestimate the power of the portuguese cork...:haha: :haha: :haha:
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