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-   -   Is there an option for realistic sink speeds? (https://www.subsim.com/radioroom/showthread.php?t=111953)

Camaero 04-15-07 04:14 PM

Yeah, I noticed our subs sink like a rocket ship when they start goin down! Would be nice to give our damage control boys a little more time to fix things.

Faamecanic 04-15-07 04:21 PM

Quote:

Originally Posted by -Pv-
What IS a realistic sinking speed anyway? Every ship is going to sink at a different rate. Maybe you are too good and you're decimating those small ships with no trouble? I see others posting ships are too hard to sink and want a mod to fix that. This indicates to me that one reason people are getting different experiences is they are not all attacking with the same technique, same number of torps, same ship sizes at the same time in the war from different distances and weather. Even two ships of the same type may not ALWAYS sink at the same rate. And, despite your best efforts, not two torps will hit exactly the same way and in the same place. All torpedos had TNT warheads at the beginning of the war and in 1943, Torpex was introduced which split large ships in two with one hit under the keel.

-Pv-

10+ Torps into ANY ship (the first 3 under her keel) is enough to sink 5 ships... but even with holes in her, no rudder, and no props...she kept steaming 7 kts with the convoy :nope: Not real.

I think the poster was refering to when you DO get a ship that starts to sink she goes under too quickly...everytime. It seems like the damage model is all or nothing. Either you hit that magic hit point number and she goes down in minutes, or she goes deck awash but still keeps going.

I much prefer the damage model with GWX as even though a ship may be listing hard to one side or the other, you never know if she is going down. And you never see a ship rocket to the bottom unless you get a lucky hit and break her back.

DirtyHarry3033 04-15-07 04:25 PM

Quote:

Originally Posted by thewumpus
Thanks for the responses. At least one of you appears to be under the impression that I am talking about how hard it is to sink a ship. This is not the case. I am specifically referring to how quickly a ship sinks which has already taken enough damage to do so.

I don't want a predictable model. Obviously some ships simply go down in seconds. I want variety. I want the "possibility" that it could take more than 20 seconds, and at the moment I do not appear to have that.

I remember the "realistic sink speed" check box in SHIII and the difference was seconds with it unchecked, and sometimes seconds, even up to a few minutes with it checked. Every ship I have sunk in SHIV has taken mere seconds to be completely submerged. I would prefer this to be more realistic. That's all I'm asking. I have no problem using mods to accomplish this, but would prefer this to be addressed by the Devs. After all, they are the ones calling this a Simulation.

Wumpus, I have a great variety of sink times so far. Tonight I finished up a "photo recon" mission into Hiroshima Harbor, I was very lucky to arrive during a raging thunderstorm. Only found 2 ships, a Shokaku CV and a Fubuki DD. Took a pic of the Shokaku, mission completed!

Despite being in the heart of Nippon, I decided to see if I could take down the CV and still get away. One torp did it, she turned turtle in less than 3 minutes much to my suprise. I was watching the DD as she went down, DD didn't budge an inch but was sweeping my area with searchlights. So I set up an attack on the DD, nailed her good and 45 minutes later she was still afloat but down by the bow. (Still totally motionless, I didn't like that, I guess the IJN high command didn't order her to weigh anchor and attack?)

Anyway, it took another couple torps to sink her. So in my experience anyway there is a great variety in how fast a ship sinks.

DH

sea enemy 04-15-07 06:44 PM

Quote:

But then again, the Shinano did not have proper damage control at the time she sank. Iirc, there were alot of watertight doors missing, thus negating the effect of watertight compartments. Naturally one torpedo was enough. Still took her 7 hours or so to sink. So by all rights, and with a properly working damage control team, a Yamato class ship shouldn't sink from just one torpedo hit.
You're right about Shinano. At it's sinking, it was sailing in what ammounted to holiday cruise conditions-the watertight doors that were functional were left open, and barely a skeleton crew aboard....Unthinkable lapse in judgement, but..I'm sure it wouldn't have figured much in the long run anyways..A high concept 'carrier depot' dosen't do you much good without a carrier force to augment.

On the Yamato class, the numbers don't lie ...Musashi took some 19 aerial torpedoes (600lb torpex-same as sub Mk.14) and 17 500lb/1000lb bombs.

the Yamato class does get hosed in SH4..It explains this in the manual..Every class seems to have 'hit points' (pg74 in US manual) BB's have 7, DD's have 1, etc.
It dosen't really calculate it on an individual ship by ship basis, or so the manual would lead you to believe.

But, hey..I guess it's technically 'arcadey' to even see a Yamato underway anyways..


ON a side note about sinking times: I saw a mod note about adding realistic ship sinking times to the config, and tried this..Didn't really notice a difference (didn't in SH3 either)
Ideally, I suppose you put 'realistic' at 4 minutes, or so..

Grotius 04-15-07 07:16 PM

I agree with the original poster that there should be more variety in the speed with which a ship sinks after it has already been "destroyed" in game terms. Every time I've gotten the "enemy ship destroyed" message, the ship has sunk within a minute or two. I would expect that sometimes a doomed ship would sink this fast; but sometimes I would expect it would sink slowly, gradually, inexorably, over a much longer period.

joea 04-15-07 08:45 PM

Quote:

Originally Posted by sea enemy



But, hey..I guess it's technically 'arcadey' to even see a Yamato underway anyways..


Actually both Yamato and Mushashi were hit and damaged by subs during the war. Nothing that threatened them sinking nut still.


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