View Full Version : Wakes
I just installed GW+GWUA 1.14 and the ships wake is very narrow. Looks really stupid. :down:
Also with this set, ships do not explode anymore. I shot 7 torpedoes and about 20 HE rounds into a medium cargo, but it didn't caught fire and didn't even sink! :damn:
I had to ram the ship to put it down.:nope:
Hilfe!
Yes, ships explode sometimes, it depends where you hit and what they carry.
Sometimes you just have to wait for them to sink, and there is no way you should need 7 fish on a merchant.
Also, deckgun is almost useless if you dont aim for the waterline. (or tell your men to do so)
HunterICX
07-22-06, 06:21 AM
7 Fish for one Ship?
holy crap..
I play With GW mod in the career and I mostly aim my Fish at her Engine compartment. just to get her Dead in the water. then I just watch the ship leaning towards one side and blast an 2nd fish into under her Bridge (also known as Command tower) On an lucky shot the ship breaks in 2 parts or she blows up but mostly she just roll over and sinks.
the only times I would fire more then 4+ Fish is into an big bad Battleship...because those are defently worth it :up:
The ship lost its propeller from the first hit. The second torp made the ship lean to right. Then i shot 2 more torps, right in the middle. I waited the whole night for the ship to sink and my tired men to get some sleep and reload torpedo tubes. Well, i got the tubes reloaded, but the ship was still afloat. So i fired more fishes at it. No effect, after 2 hours i manned the deck gun and tried to shoot barrels the ship was carrying. You would expect the barrels to explode, right? Well they didn't! I got frustrated and rammed the ship, suffering 0% hull damage.... :lost:
Mooncatt
07-22-06, 07:01 AM
yeah defo dont need that many eels for just a merch if its lone and has no weps just use the deck gun and as the guys already said aim for the water line :up:
yeah defo dont need that many eels for just a merch if its lone and has no weps just use the deck gun and as the guys already said aim for the water line :up:
And btw, the ship was part of a DELICIOUS convoy. Many tankers, medium and heavy cargos, only a few small merchants, flower corvettes escorting. And in the middle of all that: The Nelson battleship. :ping:
bigboywooly
07-22-06, 07:17 AM
No way should take that many torps
Maybe its the GWUA addon
I use GW1.1 and this is a clip from my current wolfpack campaign KTB of a convoy attack
0732hr
Loosed stern tube 5 at T3 tanker lead ship 4th column
Impact fuse 4m depth range 609mtr
Impact close to stern - ship slowing
XO using obs scope forward shouting out solution for bow target and immediately fired off tube 4 at C2 lead ship 5th column
Impact amidships ship slowing to stop
0736hr
Tube 6 811mtr impact fuse 4 mtr at slowing T3 - impact close to stern, ship moving 1 kt
0742hr
Tube 5 now ready and solution set for 2nd T3 in column
AOB not great so went for a keel shot mag fuse
Torpedo exploded prem damn
0743hr
1st T3 finally went down GRT 10201
0744hr
Bow tube 1 at C2 now moving again 4m impact fuse 930mtr range
Impact amidships - target listing heavily but still moving at 4 kts
0746 hr
Tube 6 ready again - great crew in that compartment
Target the second T3 again
Range 851 mtr impact fuse 4 mtr depth
Impact amidships and T3 sank GRT 9942
0748hr
Tube 3 solution for Coastal merc dead ahead range 1073 mtr 4m impact fuse
Impact amidships and target destroyed GRT 2318 tonnes
7 torps to destroy 3 and damage a C2 - which I didnt manage to sink in the end as it still sailed off at 4 kts :damn:
Yea it deffinatly shouldnt take 7 torpedos a ton of deck gun shells and an inevitable ramming to take down a ship like that, though i have noticed that ships seem to get tougher as the war goes on, its like in 1939 they go down with 1 torp then later on they seem to need 3+ torps to meet the sea :-?
Yea it deffinatly shouldnt take 7 torpedos a ton of deck gun shells and an inevitable ramming to take down a ship like that, though i have noticed that ships seem to get tougher as the war goes on, its like in 1939 they go down with 1 torp then later on they seem to need 3+ torps to meet the sea :-?
I met that particular ship in 1939, and btw, it does not matter anyhoo.
Ok, here you can see the problem. No white blur alongside my sub, and the wake blur is very narrow.
http://img469.imageshack.us/img469/2311/nowakeal5.th.jpg (http://img469.imageshack.us/my.php?image=nowakeal5.jpg)
catar M
07-22-06, 02:20 PM
Have same problem .Before I installed GW mod most of the time two torps per medium merchant was plenty.Now like today put 6 in small tanker and the bastard wouldn't go down after 4 hours.I had to finish him off with deck gun.I was really pissed off:damn:
NeonSamurai
07-22-06, 03:54 PM
Well i would suggest learning how to best sink ships.
In Grey Wolves the ships dont sink by destroying the ship's hitpoints, rather they sink by flooding. So to sink a ship you want to cause as much flooding as you can, good targets are under the stack of the ship (the engine room), fuel bunkers, and cargo holds. Also hitting the engine room first will usualy stop the ship (it will drift to a stop which can take several hundred meters to a km or 2).
Also with cannon shells, you need to shoot the ship below the waterline or the shells wont have much effect. You will know if your doing it right, if you see the shell splash into the water, then explode (if they dont explode the shell missed).
Yeah, and you can also order your men to aim for the waterline if you have an officer on the bridge. (I find flaking rather boring, unless there are som pt boats in the area)
Ok, but does anybody know why i get that stupid mini-wake/blur, as shown in the pic above? :lost:
NeonSamurai
07-23-06, 01:26 AM
Seems typical to me, ww2 subs dont exactly have a huge wake as they are fairly hydrodynamic on the surface, small, and narrow.
However you could try other wake mods (its just a graphics replacement so not a problem) if you realy dont like it, or make your own too :)
catar M
07-23-06, 06:52 AM
What is more effective to use torps on impact or set it to magnetic and set depth just below the ship?
bigboywooly
07-23-06, 07:41 AM
What is more effective to use torps on impact or set it to magnetic and set depth just below the ship?
All depends on your angle to the ship
If you are as close to a 90 deg angle you can get +\- 15 deg then go for an impact shot
Anything outside of that I normally use a magnetic - try not to use the magnetics in rough weather as they tend to explode prematurely
Godalmighty83
07-23-06, 07:47 AM
i have the same issue with GW's, it took 4 torps to sink a c2 after a long long wait.
also have been unable to complete the academy mission for the deck gun, simply run out of ammo before being able to sink all the ships and yes every single shot was on/under the water line.
the only other irritation i have is the radio messages being in all capitals, it just bugs me.
bigboywooly
07-23-06, 08:00 AM
i have the same issue with GW's, it took 4 torps to sink a c2 after a long long wait.
also have been unable to complete the academy mission for the deck gun, simply run out of ammo before being able to sink all the ships and yes every single shot was on/under the water line.
the only other irritation i have is the radio messages being in all capitals, it just bugs me.
Personally I would have done the academy before installing GW as it makes it harder to sink ships - and it says so too
As for the radio messages did not really notice all in caps - there was a thread in here recently about changing the text in the radio messages
Give the search a go
EDIT
Here it is
http://www.subsim.com/radioroom/showthread.php?t=95679&highlight=radio+messages
Might be of use to you
The wake problem is not only for my sub. All of the ships have the same, narrow, stupid wake.
Seminole
07-23-06, 09:58 AM
Sub's wake looks normal to me...but you could shoot up some star shells to attract the attention of patrolling enemy planes....;)
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