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View Full Version : Single merchants VS. Convoys


Tijn
09-23-06, 08:21 AM
First of al, i;m using SH3 with GW v1.1a, and i like it very much but i'm wondering about the damage model. I like the way ships shik and not just explode after one torp. but is it just me that ships in convoys just need as much trops. as single merchants. Last night i sunk a liberty cargo that cost me 3 torps and about 30 shells of HE. Later that patrol a attacked a convoy south of Iceland and i had 3 torps in front and 1 in the stern. I took out 1 C3 and 1 C2 with 3 torps in front of me and 1 Small merchant behind me. The two large schips broke in half and the SM blow up.

Does anyone know the difference between these two situations? It hapend a couple of times before.

Grtz Tijn

HunterICX
09-23-06, 08:34 AM
The important things to know are the ships weak spots.

also the damage model works with floodings
so an ship can take hours before she decides to go down.

but when you hit an ship on the weak spot it will sink a lot faster.

here's an page with the Weak spots of an ship.
http://www.communitymanuals.com/shiii/index.php?title=Ship_Weak_Spots

Good luck :up:

Biggles
09-23-06, 11:49 AM
also the damage model works with floodings
so an ship can take hours before she decides to go down.

but when you hit an ship on the weak spot it will sink a lot faster


Is there any chance to change that in GW? I don't have the mod yet, but I really want to have it, allthough I think that this very detail will make me not to download it. I don't want to hang around for hours just for one ship!!!!!And I don't want one merchant to swallow all my eels either!

Tijn
09-23-06, 11:56 AM
@Biggles

That's what i was worried about to. But as you can read in my post i still can sink a lot of ships with one or two torps. You don't have to wait for hours every time. It happins to me once in a while. The funny thing is though that this usually happens with lone merchants. I guess you just have to practice to hit the sweat spot. For me it's more fun while i was getting bored of getting 80K+ every single patrol. This is more rewarding and challinging.

grtz Tijn

Biggles
09-23-06, 12:01 PM
Hmmm...yes, perhaps........but still.....there is nothing more annoying then when you have to spend a lot of time for something that usually takes a coupple of minutes. I think I'd LOVE the GW, but this fact I think is still disturbing

bigboywooly
09-23-06, 12:06 PM
Hmmm...yes, perhaps........but still.....there is nothing more annoying then when you have to spend a lot of time for something that usually takes a coupple of minutes. I think I'd LOVE the GW, but this fact I think is still disturbing

Its a question of balance
Ships didnt all go down in 2\3 minutes
Some hung around for hours\days
Some ships reported as sunk by a uboat were indeed towed back in for repair as the captain didnt watch the ship actually go down but reported a kill on the strength of the torpedo hits

Biggles
09-23-06, 12:30 PM
Yes, but still, I want to see SHIII as a game, not a 100000% realism more than needed. Yes, I do play at 0% realism 'cause I love the game as a FUN game, and I still think it can give me a challenge sometimes, so I really think that the timeline for a sinking ship should be scaled to a playable factor rather than a real one.

kylania
09-23-06, 12:51 PM
If you wanted to you could use the Kids Mode GW mod that was realeasd the other day. That'll make things blow up and sink much quicker, but still keep most of the feel of GW.

Or just do what real captains did. If you say it'll sink, it'll sink. Just mark it down as a win and move on. :)

CruiseTorpedo
09-23-06, 12:51 PM
Yes, but still, I want to see SHIII as a game, not a 100000% realism more than needed. Yes, I do play at 0% realism 'cause I love the game as a FUN game, and I still think it can give me a challenge sometimes, so I really think that the timeline for a sinking ship should be scaled to a playable factor rather than a real one.

Not sure why you would want the grey wolves mod if that's what your after. The entire purpose the the mod pack was to increase realism! Least that's what I thought?

LoneTraveller
09-23-06, 01:01 PM
Hmmm...You guys are talking like there is no difference between having the "Realistic sinking time" option activated or not when GW 1.1a is installed.

Am I reading correctly between the lines ?

CWorth
09-23-06, 01:40 PM
Yes, but still, I want to see SHIII as a game, not a 100000% realism more than needed. Yes, I do play at 0% realism 'cause I love the game as a FUN game, and I still think it can give me a challenge sometimes, so I really think that the timeline for a sinking ship should be scaled to a playable factor rather than a real one.

Then Grey Wolves is not the mod for you.

The big mods are centered around realism and immersion.So if you want ships that blow up nice and perty like and sink in 1 minute or instantly then you should not use GW or NYGM.So I suggest you stick to playing the stock SH3 "game" and not use the NYGM or GW "simulations".

Biggles
09-23-06, 02:33 PM
Yes, but still! I have seen so many things about GW that makes me wanna have it: More harbors!
Harbor Traffic!
New Ships!
New flotillas!!!!!!
THE KEIL CANAL!!!!!!!!!!!!!!!!!:up:

There is so much more that seems great about this mod, but it really tears me apart because of that tiny little detail about realistic damage......a well.....I just have to live with it right? Or check out that kids mod, I don't know.....but I'll probably get the GW(X) anyway......it seems to great to skip.....:up:

CWorth
09-23-06, 03:11 PM
The thing is alot of what makes up the GW mod is available as individual downloads.You just have to have some skill in integrating them together without conflicts.

The Harbor Traffic mod,Kiel Canal,New ships,etc are all available seperately.Just some use the same files making some skill in modding files needed.

Biggles
09-23-06, 05:59 PM
I see........:hmm:

Na, I'm jest lazy, I'll get the whole lot and live with it.:p

Eichenlaub
09-24-06, 04:43 PM
Tijn,

Nijmegen huh? Good choice - you a student there or have you lived there all your life?

Nice to see a city mate here.

Kind regards,

Eichenlaub

Tijn
09-25-06, 06:07 AM
I was Born in Nijmegen and live in Berg en Dal now. I think you know it. I go to school in Arnhem.:lol:

Eichenlaub
09-25-06, 07:44 AM
Yes I know Berg en Dal, I cycled through it on my way to Kleve...

I know Arnhem as well!:cool: Spent much of yesterday there, at the Openluchtmuseum.

Kind regards,

Eichenlaub

Tijn
09-25-06, 06:08 PM
I'm not a big fan of Arnhem, so i just go to school there every once in a while :rotfl: . And i certainly know the openlucht museum (My parents dragged my ass to it every damn weekend when i was a little kid :shifty:.

Ontopic.

After some practice, i'm really getting used to the new damage model. Most merchants take about two, or maybe 3 torps. That's it. Don't understand the horror stories of small ships taking 5 or six torps.

Steeltrap
09-25-06, 07:02 PM
Hmmm...yes, perhaps........but still.....there is nothing more annoying then when you have to spend a lot of time for something that usually takes a coupple of minutes. I think I'd LOVE the GW, but this fact I think is still disturbing

Its a question of balance
Ships didnt all go down in 2\3 minutes
Some hung around for hours\days
Some ships reported as sunk by a uboat were indeed towed back in for repair as the captain didnt watch the ship actually go down but reported a kill on the strength of the torpedo hits

True, all these happened in some instances.

The overwhelming majority, however, would sink inside 20 minutes from 1 - 2 torp hits. Most merchants had single skin hulls and weak transverse bulkheads, meaning their ability to resist torp damage wasn't great. The most regularly durable ships were tankers due to the nature of their cargo (oil floats on water, so a hole in a tank might not flood beyond a certain level as the oil 'kept the water out' much the same way an air bubble does) and their compartmentalisation. Even so, a hit in the egine spaces aft would usually do for a tanker as well.

If you regularly need to expend 2 - 3 torps on a 5,000t merchant then the mod has gone too far and it's NOT realistic.

joea
09-26-06, 03:15 AM
I fail to see the difference in the original post between a ship in convoy and one sailing independently? IF they are the same type of ship, or roughly the same size they should take the same number of trops. The only thing is a lot of coastal traffic would have been small merchants that couldd even be sunk by the DG.