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View Full Version : Magnetic pistols reliability and ship sinking times


Pistoliero
08-14-14, 02:23 AM
Hello there.

I have recently got my copy of SH5. Playing stock 1.2 version for now, lacks some nice SH3 features, but seems not that bad.

I've read a lot of posts about magnetic pistols don't working, but v1.2 patch notes claim it was "fixed". So question is - do they actually work and what is estimated dud chance?

Another question is about sinking times in stock game. Are there any chances that the ship will actually sink over time after it taken some damage, or it is more like either "enemy unit destroyed" instantly after torpedo impact or never?

And how many torpedoes I am supposed to use to sink cargo ship? They tend to stay afloat after 2 hits so far.

Mooncatt
08-17-14, 12:36 PM
hello mate.
i cant answer your questions about magnetic torps.
but i can relate to your troubles sinking ships. im having same problems. on a few occasions ive hit a ship with 2 fish. they seem to sink heavily from either bow or stern (depending where ive hit them) to the point where the propeller is out of the water totally, with fire raging they seem to sink no further. they look waaaay beyond the point of no return but still they sit there :hmmm:

so while im struggling to sink merchant shipping i came accross the repulse and the another 30k+ battleship in convoy last night. 3 fish into the side of them both and down they went :sunny: escorts never bothered to even come looking for me :o
im gonna "attempt" to install some mods tonight after last night failure to install them....gotta wait for my bandwidth allocation to reset first, but i think mods are the way forward for a more realistic experience.

TheDarkWraith
08-17-14, 10:57 PM
I have recently got my copy of SH5. Playing stock 1.2 version for now, lacks some nice SH3 features, but seems not that bad.

I've read a lot of posts about magnetic pistols don't working, but v1.2 patch notes claim it was "fixed". So question is - do they actually work and what is estimated dud chance?

If you haven't used my Generic Patcher then magnetic pistols do not work. You have to patch up the game files in order for this and many other things to work and be fixed correctly with my app. If you have the Steam version of the game your screwed, my app is not compatible with Steam version of the game.

BIGREG
08-18-14, 04:48 AM
Hey ! Hello TDW :salute:

TheDarkWraith
08-18-14, 07:25 AM
Hey ! Hello TDW :salute:

long time no see :D Going to put my newest version of the GR2 Editor Viewer through it's paces? Someone needs to in order to get me motivated to start working on it again :up:

adrians69
08-18-14, 02:10 PM
If you haven't used my Generic Patcher then magnetic pistols do not work. You have to patch up the game files in order for this and many other things to work and be fixed correctly with my app. If you have the Steam version of the game your screwed, my app is not compatible with Steam version of the game.

Far be it from me to argue with the God of Modding, :) but sirrawrsalot has just come up with a way to use your patcher with the Steam version also.

Check this out!! http://www.subsim.com/radioroom/showthread.php?t=214687