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-   -   Large Tankers carrying CORK?! 10 torps and no sinking (https://www.subsim.com/radioroom/showthread.php?t=110193)

Redwine 04-03-07 01:59 PM

Quote:

Originally Posted by Weigh-Man
Quote:

Originally Posted by Redwine
It may be normal... some tankers stay floating lot of time burning after being imapcted. Petrol is like a cork, it has lot of flotability, water is heaviest than the petrol.

I thought petrol was flammable, surely a torpedo hit would ignite it.

I had the same problem the other day 12 torpedos, 2 from the rear (that stopped the tanker), 5 from port, 5 from starboard, tried magnetic under the keel, direct impact, even then it took 2 hours to sinkl:damn:

Yes i know, 10 torps are too much... but consider the following.

In the mod done by Teddy (NYGM Damage) for SH3, he incorporate a slow way to sink.

May be the developers incorporate some thing similar here.

What it means... ? May be yo hit two torps to one big ship, it will take a day to sink... by flooding, but if you want an inmediate kill you must to reach its kill Hit Points, then you may need too many torps.

If you wait it will sink... that was the way followed by that mod, sink by flooding, not instant kill.

May be...pnly may be, the team follow this way almost with some ships class.

Plus if they increase the flotability due to the peroleum flotability, may be the cause of the hard prtroleum carriers...

Any way, remeber in real life, petroleum is lighter than water, it give flotability, and in real kills, some petrolcarriers still floating in flames by many hour even days.

Just a commnet, may be useful... :up:


Quote:

Originally Posted by Holland
Sneaky Japanese, loading liquid cork into tankers has gotten me in trouble on many an occasion!


Yes ... ! :up: Petroleum is "liquid cork" !!!

Onkel Neal 04-03-07 03:31 PM

Were any of the ships you are having to use too many tops on the Kinposan Maru, Modern Split Superstructure Freighter? Or just tankers? Which tankers, if you know? Can you rcreate the mission?

thanks
Neal

Harry Buttle 04-03-07 05:41 PM

Those of you who think modern WW2 tankers would just blow up and sink instantly should read up on the SS Ohio in operation pedestal (Malta Convoy).

An epic story.

Faamecanic 04-03-07 06:19 PM

Quote:

Originally Posted by Neal Stevens
Were any of the ships you are having to use too many tops on the Kinposan Maru, Modern Split Superstructure Freighter? Or just tankers? Which tankers, if you know? Can you rcreate the mission?

thanks
Neal

My tanker was a Nippon Maru.

I understand it woould take more than 2 or 3 torps.... but 10 :o All Keel shots spread from fore to aft...... there shouldnt have been any keel left with than many torps in her.

Redwine 04-03-07 07:49 PM

Quote:

Originally Posted by Faamecanic
Quote:

Originally Posted by Neal Stevens
Were any of the ships you are having to use too many tops on the Kinposan Maru, Modern Split Superstructure Freighter? Or just tankers? Which tankers, if you know? Can you rcreate the mission?

thanks
Neal

My tanker was a Nippon Maru.

I understand it woould take more than 2 or 3 torps.... but 10 :o

Agree 10 is too much.

Quote:

Originally Posted by Faamecanic
All Keel shots spread from fore to aft...... there shouldnt have been any keel left with than many torps in her.

Well ... i am thinking about it... may be, only may be, the keel has many hit points, so you must not to impact a a tanker in the keel.

If you make holes under the keel, and the ships is a petrol tank, the water never goes inside the ship... so in real life, it may be not a good way to sink a tanker.

May be the team attempt to model it, oversizing the keel hit points.

I cant believe the team modelled this !!! :huh: :88)

Sadly Teddy is nor around here, he can explain how zones works, but if i am not remember bad, keel has separated hit points. :roll:

Please, try with low depth torps .... and check if you have same behaviour... :up:

-Pv- 04-03-07 07:57 PM

Even some WWII tankers had double hulls. Based on SH3, tankers are among the hardest to kill. Magentic exploders under the keel do a better job than impact set shallow. I never use the default depth setting for the torps.
-Pv-

Tetsuo Shima 04-04-07 07:02 AM

Quote:

Originally Posted by Faamecanic
I put 6 torps in a Large modern tanker. All 6 torps were set to a depth of 15 ft (under her keel) and exploded magnetically. She was listing hard to port and her decks coverd with water...and she kept steaming. Huge hole just forward of her funnels.

I had this same problem yesterday. I was doing the fleet attack training mission, moved within 1000yrds of a Large Modern Tanker and put three torps into the port-side, near the bow. All three exploded, 15ft of depth contact influence and all evenly spaced in the front-left quarter of the tanker. There was a gaping hole in the hull, two fires were raging and she was listing very badly to port with the waterline above the lip of the deck so I left her to sink and went to find another target. After submerging and surfacing on the other side of the convoy, I was thinking 'Hang on a minute, I never got the 'target destroyed' signal, so I took a quick peek with the 'scope and there she was - the deck tilting at least 30 degrees to port, the bow sunk so deep that it was covered with water.
Like yourself, I made it a mission to sink the damn thing, so i submerged back under and resurfaced all set up for an aft-shot. Fired a torpedo directly at her (thinking 'ok, shes floating. But theres no way she can be steaming') ... but she was sailing at about 3 knots and the torpedo went aft :( Fired my second aft torpedo, which impacted in the front-left quarter again - and she was STILL steaming! After that I got fed up and quit :(

Dead annoying, I've sunk tankers before with one torp if you put it directly below the funnel - BOOM! and she slides in backwards with the bow floating above the water. I think the general consensus is - aim for the rear half of the tankers, because bow shots really aren't very effective.

JFL1 04-04-07 08:34 AM

These encounters with @unsinkable ships@ happened to me a couple of times but, last night, I tried to see if it was some kind of a "realism feature" or else...

So, I engage, at night, off the coast of Honshu, one large tanker and a medium merchant. I sink the second one with two torps dead center. I hit the tanker with two torps also, she starts to list, slows down and bursts into flame, but still sails strong.

Smelling another one of these "unsinkables", I decide on making my experiment. I hit her with two additional torps (and the gaping holes showing tells me that they did damage)... More flames (it's like Dante's inferno on the bridge but I can still see people walking nonchalently) but still sailing at 5 knots...

Hit with another two. Big booms. No effect apart from a slow down to 2 knots.

I stick with the tanker for three full days (Time Compression @ 128 max.), only going surface at night to avoid the planes during daylight.

After three days, I decide on throwing five more torps in the tanker. All hit and the ship stops... but does not sink. I go surface and empty my deckgun ammos on her, to no avail. I wait another full week game time. Nothing.

So, since last evening, I am now convinced some ships are indeed unsinkable. I'll wait for a patch. I have no difficulty in believing that, in real life, some ships took some time to sink. However, I very much doubt that the devs went as far as to model this possibility. Seems to me that it looks more like a problem than a touch of realism...

But, hey, I could be wrong...

Ping Jockey 04-04-07 09:01 AM

Had the same thing happen to me. I hit one 8 times and it was still doing 14 knots. I was out of torps at that point.

Galanti 04-04-07 09:31 AM

I seem to recall reading somewhere that over 128X TC, some calculations are cancelled, perhaps the sinking of ships is one of them.

These days after the mental exertion of calculation manual TDC, if I have just hit a ship with a couple of fish and there's no threat, I'll go outside (in RL) and enjoy a smoke for ten minutes, then return to see if the listing has started, rather than speed up the time ingame.

perisher 04-10-07 05:00 PM

Quote:

Originally Posted by Harry Buttle
Those of you who think modern WW2 tankers would just blow up and sink instantly should read up on the SS Ohio in operation pedestal (Malta Convoy).

An epic story.

Tankers can go sky high with one hit, but they can also die hard like the Ohio. She took hits from torpedoes and bombs, as well as a JU 87 crashing into her deck, but she made port.

ElAurens 04-10-07 05:24 PM

I posted on this same issue as well.

7 torps in a large modern tanker. Decks awash, still making speed and maneuvers with it's convoy.

:down:

Nightmare 04-30-07 04:24 PM

This weekend I put 3 fish into a Large Modern Tanker set to contact/influence between 10 and 15 feet on it's starboard side and it didn't even slow it down. Pumped 3 more into it (same side) and it slowed from 12 knots to 4 while taking on a starboard list. Now I had all 4 destroyers attention from the convoy so I went deep and hit the gas to evade. Got far enough ahead to where I could make a stern shot on the same side as before, so I slowed and came up to periscope depth when the destroyers were far enough away. Raised the scope, setup the solution, and put 4 more into it. This only slowed it down to about 2 knots with a large enough list to put the starboard railings and deck in the water.

All tubes fired and hit yet failed to put this guy on the bottom. Went deep again to evade and reload. The escorts kept me busy so I was on silent running most of the time (no reload). About an hour later 2 of the destroyers broke off to rejoin the convoy. Sound indicated one of the remaining ones was well to the north while the other one was south west of my position. I came up to take a look to see my “victim” was now making 10 knots and putting a lot of distance between us. :damn:

I had had it at this point. I had no tubes reloaded, a ship I put every torpedo I had loaded into it and was getting away from me, and I had some distance from the remaing escorts. I did what any frustrated/foolish skipper could do; I surface and ran at flank speed with the deck gun blazing. My gun crew scored 8 hits in 12 shots, which finally sunk the tanker all the while I was under fire from the 2 escorts (didn’t hit me). Made them real mad because I took a mother of all depth chargings after I pulled the plug.

10 torpedoes plus a handful of rounds from the deck gun is a bit excessive to me. Of all the historic accounts I’ve read I can’t think of one where it took more than 4 torpedoes to sink tanker/merchant traffic.

RickC Sniper 04-30-07 05:31 PM

I've had such bad luck with those large modern tankers I quit shooting at them. Several of them have taken 8 or more torp hits and steamed along keeping up with their convoys. I've shadowed them for days afterwards to hit them again with reloaded tubes but dang, they just refuse to sink sometimes.

SteamWake 04-30-07 05:35 PM

Yuh some tankers can be tough.

Ive actually had better luck sinking them with guns than torps.


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