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SilentSnake
08-12-12, 05:31 AM
Hi Guys,

Gone back to silent hunter 5 now theirs a lot of mods and updates and I think the modders have done an amazing job, well done guys!!!

The only issue that really bothers me at the moment is that my torpedoes do not seem powerful enough, two torpedoes are just not sinking ships like they should. For example I hit a 4000 tonne British island freighter with two torpedoes that impacted on its stern, lucky for me one took the propeller off and the other made a huge hole in the rear of the vessel. Now I waited for 7 hours ( game time ) to see if it would sink but I had to finish it off with the deck gun. This happens almost every time. I have also torpedoed vessels at different parts of the hull and at different depths to no avail. Now this is all good and dandy in 1939 but once the convoys start getting escorted properly its going to be a big problem. I don't know if its something to do with the torpedo overcharge ability why they don't do so much damage at the moment ( as i have no upgrades on it ) but I think its pretty unrealistic. At the moment it would be impossible to sink a ship with one torpedo. Below is my mod list and if anyone's interested, this layout gives me no CTD's at all.

MightyFine Crew Mod 1.2.1 Alt w beards
Reworked Morale and Abilities v.1.01
German U-Boat Crew Language Pack
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 BrighterNights V2.1
SteelViking's Interior Mod V1.2
Naights Submaine Textures v1.2 (PUV)
FX_Update_0_0_19_ByTheDarkWraith
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Dynamic Environment SH5 Sounds V2.1
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
NewUIs_TDC_7_1_0_ByTheDarkWraith
IRAI_0_0_37_ByTheDarkWraith
Equipment_Upgrades_Fix_v1_4_byTheBeast
Lite Campaign LC 1.2
Accurate German Flags
No Surface Hydrophone v2

Thanks :)

rebel 411
08-12-12, 01:30 PM
their is one ship torp mod it will sink low ton ships with one torp bigger targets need 2 sorry dont know link to it but it is here on the downloads it where I got it and I like it

SilentSnake
08-13-12, 06:55 AM
I have done some research and have found that their is one BARF ( Better And Realistic Flotation ) mod that might do the trick plus I think the mod you mean is Critical Hits for Torpedoes. Which one would be the best and also how would these mods conflict with the built in overcharge torpedo feature of the game which could pose a problem.

Thanks :)

Zanarkin
08-13-12, 12:55 PM
I downloaded Critical Hits for Torpedoes last weekend and can say it is exactly what you are looking for. Most ships will take one torpedo and will be labeled as 'sunk' even if it idles for ten minutes or so.

Just estimating, my weekend of several hours resulted in 3/4 sinking in one hit, a few took two mainly because I hit them dead from the front or back instead of a side shot, and a battleship took 3.

I also recommend the Critical Hits for Guns if your like me and got tired of running down to the deck gun and then run back up to the bridge to dive (I hate that stupid ladder that I get hung up on all the time). It got old after a while to where I'd rather have the AI crew fire the gun. Since they miss far more than I ever do, this mod increases the damage of each shot so they don't end up draining your entire supply of rounds on a few ships. Of course if you use the mod and aim yourself you will take out ships with 5 rounds or so with good aiming which might be over the top.

I don't find the game fun when I empty all my torps taking out 2-3 ships and then the long journey to refit and then the long journey back to the front. Once I finally get to the front I want to actually make it count so making every torp and gun round count is the top of my must have list. I did leave 'duds' active to cancel out any 'God like' advantage I gave myself. Between duds and AI gunners who miss a lot it still feels challenging. Spending most of my evening coming and going from refitting was for the birds.

P.S. I use no magic abilities mod that changes or removes most of the magic abilities (such as overcharge torpedo).

DelphiUniverse
08-13-12, 02:12 PM
Walking up and down the latter is no problem to me any more, but it sure is tiresome in the long run. Repetitive and redundant tasks in a game usually becomes boring in the long run, but on the other side of it, I appreciate that I can do that, it makes me feel important.

http://www.otrcat.com/z/bertrand-russell1.jpg

SilentSnake
08-14-12, 09:30 AM
Great thanks guys, I think im gonna try the BARF mod first. I remember that being an early mod and I dont want super torpedoes. I did some more research and it seemed that two torpedoes would usually sink a 7000 tonne ship etc, three for battleships. This obviously depends on where you hit it, I have not read much books on U-boats or general submarine warfare during WW2 and it would be great if someone would be able to clarify this or even actually recommend some good books.

:)

Thanks