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Carotio
10-03-09, 06:24 PM
sorry, if this has been answered or discussed earlier, but I suddenly remember one thing that annoyed me in SH3, when chasing convoys.

If you hit a ship and it's so much wounded that it's not moving anymore, but just doesn't sink, it would be nice to be able to mark its position on the map and continue the pursuit of the convoy and be able to come back and finish off such a ship with the deckgun, no matter how far you make a distance from this ship. In SH3, when you were - I don't know - like 20km away from the ship, it was suddenly healed and came travelling like nothing had happend and trying to get back in line with the remaining ships in the convoy.

That would be nice to have fixed. So dev's: is this something you work on improving?
I forgot to ask at the subsim meet... :damn:

Snestorm
10-03-09, 08:36 PM
That's another good point.
I hope they read this stuff.
Just the fixes alone, would make SH5 well worth it.

TheGrenadier
10-03-09, 11:33 PM
What I use to get around this is just taking the ruler and drawing a small line (ship length) right next to the ship at the furthest zoomed-in level of the map. I never have the problem you mentioned of ships spontaneously healing themselves but I usually pick off the stragglers first and spend a day or two getting far ahead of the convoy again.

I like your idea of the marker, though, it makes a whole lot more sense.

Fluffysheap
10-04-09, 04:21 AM
I just use the marker. Is that a GWX-only thing?

Carotio
10-04-09, 06:53 AM
but I usually pick off the stragglers first and spend a day or two getting far ahead of the convoy again.

Yeah, I used to do that too in good weather, but it was always the same story: I surface shoot at the 1-3 or 4 wounded ships, and then the rear escort ship hears the sound from the deckgun, rushes back to chase me. Sometimes I have to dive and wait 15 minutes before it leaves, then resurface and finish the job, then dive again for this escort ship, wait 15 minutes, and then resurface and try and locate the convoy again. Tracking this escort ship helps do the job.
Now this was by good weather, but it isn't always good weather. Sometimes it's really bad, and you would then NEED to make a mark, because there is no logic in using deckgun - yeah, I know the condition for using it could be modded to the extreme. It would be nice that one would have to wait for better weather and return to the position to see, if it still were there, or sunk because of bad weather making a repair impossible.

evan82
10-04-09, 07:46 AM
If you hit a ship and it's so much wounded that it's not moving anymore, but just doesn't sink, it would be nice to be able to mark its position on the map and continue the pursuit of the convoy and be able to come back and finish off such a ship with the deckgun, no matter how far you make a distance from this ship. In SH3, when you were - I don't know - like 20km away from the ship, it was suddenly healed and came travelling like nothing had happend and trying to get back in line with the remaining ships in the convoy.

Ubi should fix this. I also noticed situation, like this describe by Carotio. It was a battleship "fixed by itself":down:

Kromus
10-04-09, 09:59 AM
I just use the marker. Is that a GWX-only thing?

No, marker is also in stock game. I use it too to mark damaged, stationary ships. (I`m talking about SH4, don`t remember if it was in in SH3 but pretty much yes)

irish1958
10-04-09, 10:09 AM
Ubi should fix this. I also noticed situation, like this describe by Carotio. It was a battleship "fixed by itself":down:
I don't know. Warships can "fix themselves." Remember the American carriers in the battle of Midway and Coral Seas in WWII. And many other warships could resume combat and steam at close to full speed after suffering heavy damage.
Of course, merchant ships are another thing entirely.

evan82
10-04-09, 10:51 AM
I don't know. Warships can "fix themselves." Remember the American carriers in the battle of Midway and Coral Seas in WWII. And many other warships could resume combat and steam at close to full speed after suffering heavy damage.
Of course, merchant ships are another thing entirely.

Yes, I know. So is this effect of the bug, or very good skilled repair crew finished great job?
I think this is a bug, but maybe sometimes looks realistic.

difool2
10-04-09, 11:36 PM
I don't know. Warships can "fix themselves." Remember the American carriers in the battle of Midway and Coral Seas in WWII. And many other warships could resume combat and steam at close to full speed after suffering heavy damage.

I once had a capsized warship heal itself, after it stubbornly refused to go down (while upside-down)...

Captain Nemo
10-05-09, 05:37 AM
Ships repairing themselves after leaving them and going a certain distance away has happened to me too in SH3. However, I put it down to a highly skilled repair crew shoring up the hull and getting the ship back underway! On the other hand, recently I deck gunned a passenger cargo which split in two and was ruled sunk (got the "She's going down" message) but the two halves didn't go down. I put a marker on the map where this happened and sailed away over 200km. I went back a few days later and found the wreck still floating and burning, the bow had drifted about 500 meters from the stern section though.

Nemo

JU_88
10-05-09, 06:51 AM
sorry, if this has been answered or discussed earlier, but I suddenly remember one thing that annoyed me in SH3, when chasing convoys.

If you hit a ship and it's so much wounded that it's not moving anymore, but just doesn't sink, it would be nice to be able to mark its position on the map and continue the pursuit of the convoy and be able to come back and finish off such a ship with the deckgun, no matter how far you make a distance from this ship. In SH3, when you were - I don't know - like 20km away from the ship, it was suddenly healed and came travelling like nothing had happend and trying to get back in line with the remaining ships in the convoy.

That would be nice to have fixed. So dev's: is this something you work on improving?
I forgot to ask at the subsim meet... :damn:

Good point, cant speak for Sh4, but im pretty sure that (due to memory limitations) damaged ships in SH3 would miraculously 'heal' themselves and sail off - when the player broke out of hydrophone range from the vessle, I can imagine that leaving scores of crippled ships all over a grid would clutter up memory or what ever.
Still it would be nice if the distance which the game 'remembers their state' is increased somewhat.
Another work around would be to have game remember the last 5 or so ships you left crippled but forget about the ones prior to them.
Things have come along way since 2005.

Captain Nemo
10-05-09, 07:18 AM
On the other hand, recently I deck gunned a passenger cargo which split in two and was ruled sunk (got the "She's going down" message) but the two halves didn't go down. I put a marker on the map where this happened and sailed away over 200km. I went back a few days later and found the wreck still floating and burning, the bow had drifted about 500 meters from the stern section though.

Good point, cant speak for Sh4, but im pretty sure that (due to memory limitations) damaged ships in SH3 would miraculously 'heal' themselves and sail off - when the player broke out of hydrophone range from the vessle, I can imagine that leaving scores of crippled ships all over a grid would clutter up memory or what ever.

I wouldn't have thought it to difficult to implement this and probably could have been done in SH3, especially since as mentioned in my earlier post above, SH3 remembered a ship that I had split in two that I had officially sunk but didn't actually sink.

Nemo