View Full Version : One sturdy tug [Grey Wolves 1,1a]!
Safe-Keeper
07-26-06, 03:36 PM
I just encountered a British tug boat outside of Britain. Thinking she'd be an easy kill, I submerged my VII-B and put a torpedo into her. She started burning like a bonfire on Midsummer night, but did not sink. I eventually grew tired of following her on x32 time compression, so I put half a dozen HE deck gun shells into her. Still she went on merrily as if nothing had happened (except the fire, of course). I fired another torpedo at her and hit dead on.
She kept going.
Finally having had enough of the damned thing, I went to flank speed and rammed her. My u-boat sank. The tug kept going.
Now my question is: What the Heck did the British make their tugs out of in '39? Reinforced proton torpedo-proof dura-steel from Coruscant?
What the Heck did the British make their tugs out of in '39? Reinforced proton torpedo-proof dura-steel from Coruscant?
How did you quess that!? :doh::rotfl:
mr chris
07-26-06, 03:57 PM
Am glad to hear im not the only one who has had major problems sinking small ships in GW.
I came across a small merchant also on the coast of britain i fired 2 trops at it and bang big explosion :rock: , But it just kept on going, so put another torp into her finaly she stoped. But still would not go under so i start to bang away with the deck gun, put nearly 30 rounds of HE rounds into her and at last she sliped under the waves:arrgh!: .
I sunk a tug`er with one torp and a couple of shells in GW, maybe you were unlucky?
PS: Its hilarious when they get hit, the blast totally covers them.
bigboywooly
07-26-06, 05:51 PM
I never waste a torp on a tug - too precious for that
They get the deckgun and if weather too bad just leave them alone
Safe-Keeper
07-26-06, 05:56 PM
I guess the second torpedo hit where the first one hit so that it didn't make much of a difference flooding-wise?
Still, one torpedo should be more than enough. It should blast the thing to kingdom come.
I never waste a torp on a tug - too precious for that
They get the deckgun and if weather too bad just leave them alone
I don't even deck gun them - best not to stir the hornets nest of destroyers that *might* be just over the horizon
Hartmann
07-26-06, 07:01 PM
it was filled with empty oil drums that make this impossible to sink :rotfl:
I never fight against these little boats because can reveal your position to the british destroyers and aircraft like the dog to the bone
Safe-Keeper
07-26-06, 07:37 PM
I attack tug boats because they're used to pull those pesky battleships out of their docks. Without tugs, no battleships:arrgh!:!
And I can never resist fighting it out with torpedo boats, no matter where I am. It's just too much fun to pass up.
bookworm_020
07-26-06, 09:29 PM
Torpedoes! Deck gun! On a tug boat!
The best way to sink a tug is flack gun. 20mm is fine but the 37mm does it for me!
Elco's are also flack gun fodder, especially if I have a 37mm twin fitted. By the time I finish, they matchsticks on water:arrgh!:
Ducimus
07-26-06, 10:07 PM
The Titanium Alloyed Trillium Triplated triumphant Tug is a quirk with the NYGM 1.x damage mod, which GW 1.1a uses. Its existance in GW harkens back to a day when the mod community wasn't so factionalized. Ce La' vie.
At any rate, a new damage mod is being developed for the next version of GW. What it entails, how it performs, how it works, and weither or not it will be ready for the next release of GW i cannot say. It's not my deparment, so the details im not familiar with.
The Titanium Alloyed Trillium Triplated triumphant Tug is a quirk with the NYGM 1.x damage mod, which GW 1.1a uses. Its existance in GW harkens back to a day when the mod community wasn't so factionalized. Ce La' vie.
At any rate, a new damage mod is being developed for the next version of GW. What it entails, how it performs, how it works, and weither or not it will be ready for the next release of GW i cannot say. It's not my deparment, so the details im not familiar with.
nuff said, m8. :up:
Well it's a problem anyway... i didhad that same problem one time with another mod before the first release of GW 1.0, and it's realy anoying i know!!!
But just for the record , it doesn't hapend with all the targets you attack
just some times it comes some of the hard sinking ones...:lol: :lol:
But yea it's the NYGM damage model this, since GW doesn't had one of is own yet...
this is to change on the next release...:up:
Small merchants are eager to stand up and fight. Trust me, attacked a convoy. At one time after 1 torpedo to each of them, there were 4 burning small merchants that had their stern just above the water line and they refused to sink. :D (Tho, two of them got a second eel to their side.)
catar M
07-27-06, 06:27 AM
I have same problem.I'm not wasting my time on Tug boats but medium merchant takes me 3 torps plus deck gun to sink.Never had this problem with stock game only after installing GW mod.
Cdre Gibs
07-27-06, 09:44 AM
Damage Model in GW - Made by NYGM - Mean's ship dont sink - Blame NYGM
Everything else in GW - done by GW - if that dont work - Blame GW.
Ok, every 1 understandy now, damage model - made by NYGM - not GW.
SteamWake
07-27-06, 10:19 AM
and how come you never see a tug boat tugging anything ?
I saw one way out in the AM grids... I figured he was lost already so just let him be. Im pretty sure I can get better tonnage somewhere :lol:
bigboywooly
07-27-06, 10:24 AM
and how come you never see a tug boat tugging anything ?
I saw one way out in the AM grids... I figured he was lost already so just let him be. Im pretty sure I can get better tonnage somewhere :lol:
Yes its one of the things the game lacks
Be nice to see a tug\rescue ship coming out to something you have blown the props off:rock:
bigboywooly
07-27-06, 03:15 PM
Torpedoes! Deck gun! On a tug boat!
The best way to sink a tug is flack gun. 20mm is fine but the 37mm does it for me!
Elco's are also flack gun fodder, especially if I have a 37mm twin fitted. By the time I finish, they matchsticks on water:arrgh!:
:nope: Not in GW
Safe-Keeper
07-27-06, 04:19 PM
The Elco's actually downright nasty in Grey Wolves. Her machine guns actually do damage, your machine guns don't appear to put a dent in her, and she still draws every destroyer within 100 kilometres to help her fight you.
They're still fun as Heck to fight it out with, though. The only ship in Silent Hunter III you can have a fair gunfight with (except the Trawler, if you can stay behind it). That's the number one reason I'm looking forward to a Destroyer Command addition, though: Not to depth-charge and hedgehog subs (although that still has to be neat!), but to be able to have a real fire-fight with something bigger than a trawler or torpedo boat.
As far as I can tell, all small ships suffer from the "unsinkable titanic syndrome". I just put 4 torps in a small merchant, 3 impact and 1 magnetic .5 mtrs under her keel. But no go, she keeps drifting, her engines stopped though. Since the weather didn't allow me gunning her and I'd be damned to loose another eel into her, I left. Later I found a C3, which I dispatched with one torp magnetic under her keel. Strange, isn't it?
I hope the next GW comes out soon, with its own damagesystem....
The Munster
07-30-06, 02:17 PM
Hi, I've just encountered this problem on my first patrol. En-route to designated area, I met and sank a tramp steamer; all well and good then later, I came across a small merchant which I put one torpedo into then decided to save the torps for designated area. Shell after shell after shell I put into this boat then I tried a ram, all to no avail. I knew it was sinking (?!) and I wanted to get on. After the patrol was over, I wasn't credited with it (only the Tramp Steamer) :damn: There's a lesson to be learnt here somewhere !
I hope the next GW comes out soon, with its own damagesystem....
We are picking up speed every day. We want to make things to work as they should from the beginning. I had the pleasure to test the alpha version of the new damage model and all I can say is 'wow'. :up:
Just hang on, it will be released when we are ready.
bigboywooly
07-30-06, 02:46 PM
I hope the next GW comes out soon, with its own damagesystem....
We are picking up speed every day. We want to make things to work as they should from the beginning. I had the pleasure to test the alpha version of the new damage model and all I can say is 'wow'. :up:
Just hang on, it will be released when we are ready.
:damn: GRRRRR :damn: Stop teasing
Safe-Keeper
07-30-06, 02:53 PM
As far as I can tell, all small ships suffer from the "unsinkable titanic syndrome".That's it! I need an ice berg!
It makes sense, though. Large ships have escorts, while smaller fishing boats (which I never hunt since they're civilian) and tugs are on their own. Hence, the smaller boats are made of 26th century indestructible materials and given deflector screens from Correllia while the bigger ones are made of steel.
Just hang on, it will be released when we are ready.Music to my ears. Take oyour time and release it late and well, not early and rushed:up:.
:damn: GRRRRR :damn: Stop teasing
But itīs so tempting! :D Ok, Iīll stop before I get in trouble. :up:
The reason these small ships survive so well is... duct tape... you see these small ships are actually duct tape transporters and whenever they spring a leak or take damage they just steal some of there duct tape and patch it up.... of course after about a year of travels the hull of these small ships are sometimes entirely made of duct tape... which we all know is invincible , as such they cant be sunk...:cool:
one time I hit a fishing ship with a torp under the keel and she blasted out of the water, did an entire barrel roll then went back to looking like a normal fishing ship, no fire, right side and everything, but she did go down...:p
Safe-Keeper
07-30-06, 04:19 PM
Fishing boat acrobatics are the greatest. I saw one suffer a direct hit from an Allied bomber once:o.
WernerSobe
07-30-06, 06:40 PM
its NYGM damage mod.
it would have sunk if you gave it time.
with this mod you cannot just blow ships with one torpedo. you must hit them and wait till they are flooded. It can take few seconds or hours, depends on how many sections and how hard you hit. you can speed it up by nailing it with your gun in different sections below the water line or set another torpedo to another part of the ship.
Its realistic however. A real torpedo (that was used in wwii) was quite weak. It didnt rip ships apart but rather made a lot of small holes into the hull near the explosion. Now when the crew was fast enough they could close the shots and isolate the flooding to one or two sections. With one or two sections flooded a ship should remain on surface. Another one would send it to the ground fast.
Now when you use realistic damage mode such as nygm you must either hit it with one torpedo and follow it for an hour to see if you have hit enough sections to make the vessel sink. Or hit it with another torpedo that should make it sink faster (can still take hours). Or you help with the deck gun by nailing the ship through all sections. That way the ship will sink, guaranteed.
hint: make sure you set maximum time acceleration in hunting mode high enough so you can follow the vessel at higher rates then x32
it would have sunk if you gave it time.
On my last WaW patrol I attacked a convoy and three small merchants were damaged so that everyone was on fire and their aft was honestly 2cm above the waterline. I followed them for few hours but nothing happened. They just kept going.
The damage model is good, but it needs variation. Four small merchants did exactly the same thing on the same convoy. Caught on fire, aft sank sank sank sank aaand STOP! 2cm above the waterline. After I torpedoed one of them again it sank.
don1reed
07-31-06, 08:06 AM
I agree, sinking a tug with a torpedo costing RM 25000 ea. is overkill (too much bang for the buck)...very inefficient.
Keep searching, there are much larger fish to be caught.:yep:
NeonSamurai
07-31-06, 08:12 AM
Another thing i learned was not to ever leave a sinking ship till you actualy see it sink. I remember hitting a convoy and seriously damaging 3 ships (hit the convoy 3 times in total) because of its position near ireland i didnt have time to wait for what i hit to sink, but marked them and went back after the convoy. All 3 ships were in serious trouble, engine dead, almost totaly underwater.
Anyhow when i went back i passed 3 ships, who were in perfect condition in formation, as i passed (i was out of torpedoes at that point) i wondered if those were the same 3 ships i had almost sunk, and when i got to the markers none of them were there. :damn:
I later confirmed those 3 ships were part of the convoy i attacked (as i got a radio report on the same convoy, and it showed the big convoy icon, and a ship icon trailing the same distance those 3 ships were).
So in 5 hours those ships went from almost dead with engines destroyed, to perfect condition with zero damage. Needless to say i was ticked, though i think that was a stock bug (never hit that one before though as this was the first time i ever got out of visual range of a sinking/heavily damaged ship).
yeah it's a stock bug, you go out of the sensor range of the damaged ship it will then be re-newed and under away again ( undamaged ) :damn:
NeonSamurai
07-31-06, 09:01 AM
I figured i would talk abit about the science behind how a ship sinks. Perhaps it will help those who are modding the game's damage system :)
As for ww2 torpedoes being weak, well thats not exactly true. They were more then capable of breaking small and medium ships in half via a magneticly triggered blast. And with impacts could put holes many feet wide into a ship. They did have alot of explosive power for their time (typicaly 280-300 kilograms or 660 lbs of Hexanite explosive and up). Often times though the reason why it took multiple torpedoes to sink a ship, was because either the torpedo malfunctioned and didnt fully detonate, or detonated early, or hit a section of deadspace in the ship. Or the compartment it did hit was not large enough for flooding that section to cause the ship to sink. Idealy you want to flood a large mostly empty compartment to force a ship to sink. Also keep in mind the reports from uboat captains are flawed, they often didnt see all the torpedoes detonate, and their field of vision is very limited. Looking at the wrecks of actual ships sunk by uboats is far more telling.
To sink a ship via flooding in the real world, you have to decrease its displacement so its lower then the ship's true weight. This meens flooding large sections of the ship. Of course there are many ways this can happen, from say flooding the bow of the ship so it lifts the stern up, which places strain on the keel and will eventualy snap it (and likely cause the entire ship to sink). Also secondary flooding can ocurr from part of the ship being submerged (ships are not air and water tight, and the deck and hatches arnt designed to take any sea preasure and often rupture when submerged). Fires can also easily sink ships by causing fatigue in the metal till the stresses of normal sailing break the ship up. Obviously magazines/cargo exploding can easily send a ship to the bottom, as can damaging or breaking the ship's keel (which is how a magnetic torpedo sinks ships, not by putting any holes into it directly but by overstressing the keel and hull from the upsurge of water). There are also many other minor factors.
Another big factor is of course the ability for air to escape from the flooding compartments to allow more water in. This can be easily demonstrated using a bucket with a lid, put a hole down low on the side with the lid on and the bucket will flood to the point of the hole and slightly more then that up to where the water and air pressure equalize. Take the lid off and the bucket will sink like a stone. Put a pinhole in the bucket and it will slowly sink down till its displacement < weight then it will go down. Because of this principle, damage to a ship above the waterline can have a real effect on it sinking or not when combined with damage below the waterline. The ability for air to escape or not is one of the 2 major factors (the other being the volume of water flowing in) in determining how long it takes a ship to sink.
WernerSobe
07-31-06, 12:34 PM
i think the damage model in nygm is very good.
for my part ive sank most of small ships with one torpedo and maybe few deckgun shells. Sometimes the ship sunk almost instantly sometimes it took a half hour or an hour but they do sink.
Ive noticed its better to aim not for the center but either the front or the rear part. There seem to be larger sections. For bigger ships like C2/C3... They seem to have more sections and they are halfed in the middle of the ship. So often you can sink them by hiting with one torpedo from say starboard side and giving it the rest with the deckgun on same section from another side.
And for those who try to hit the keel by making the torpedo explode under the ship. Well it would work in reality and most likely rip a ship appart. But its not modeled in sh3. You can make the torpedo explode under the ship but it will have no effect on the keel. The reason why it still works sometimes is because there is a small chance of immidiently destroying the ship and it doesnt matter where you hit. To make the keel break you must hit it directly (with impact detonator).
So the best way to sink a ship with nygm is to forget the keel, aim for bigger sections. Hit it and watch it flooding. When the section is flooded and the ship keeps going hit it again in another section or help with the deck gun. This way you can sink most of the ships, you just have to be patient.
catar M
08-06-06, 06:22 AM
it would have sunk if you gave it time.
On my last WaW patrol I attacked a convoy and three small merchants were damaged so that everyone was on fire and their aft was honestly 2cm above the waterline. I followed them for few hours but nothing happened. They just kept going.
The damage model is good, but it needs variation. Four small merchants did exactly the same thing on the same convoy. Caught on fire, aft sank sank sank sank aaand STOP! 2cm above the waterline. After I torpedoed one of them again it sank.OK my last patrol spotted two merchants range to target 4000m there speed 1 knot (strange) submerged and set for long wait for them to close.ask sonar to report on closest target ..no sound contact jumped my self on hydrophone and could clearly hear the contact,Few minutes same thing ..no sound contact so I changed sonar operator but no luck.Anyway merchants in sight first one range 1500m angle 90 two torps 2 degree spread depth 5m.Second one angle 60 so I went for magnetic 1m under the keel. Boom all torps inpact,ships stopped after 3 hours nothing . Same thing again two torps each diff spot this time.4 hours later still floating .This time one each thinking that must be it.Another 4 hours and they were there:damn::damn::damn::damn: One fish each again and finally one of them sunk.So I went to surface to reload my reserve torpedoes and waited for the merchant to sink. Bloody day later (24h) nothing , got pissed off and put 4 torps in to her............then finally. It's really annoying if something like this happens and it's not first time
I never waste a torp on a tug - too precious for that
They get the deckgun and if weather too bad just leave them alone
Exactly! :up:
I think Uncle Karl would be a bit miffed at his captains using torps on Tug boats! :rotfl: :rotfl:
Safe-Keeper
08-06-06, 10:33 AM
I've found out that it's not really that hard to sink them, if you just take out their Deflector Screen Generators before torpedoing them. Correlian Engineering Company made some really powerful generators for Britain in World War II, I've read.
kapitanfred
08-06-06, 09:46 PM
I leave the tuggies alone. With Merchant shipping, Small Merchants, 2 eels and deck gun fired (about 20 rounds) just below the waterline. Large Merchants, I fire 3 eels at once with 2 degree spread, all 3 hit and they sink no probs. I don't use magnetic setting only impact.
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.