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-   -   Greywolves TOO hard!! (https://www.subsim.com/radioroom/showthread.php?t=91593)

CWorth 04-05-06 12:27 PM

I personally have no problems sinking ships..

These are my findings and results with the NYGM mod that is in Grey Wolves after playing quite a few patrols and testing...

Small Merchants= 1-2 torpedoes
Medium Merchants= 1-3 torpedoes
Large Merchants= 2-4 torpedoes

Destroyers= 1-2 torpedoes
Cruisers= 2-3 torpedoes
Battleships and Carriers= 3-5 torpedoes

All the above are +/- 1 or 2 torpedoes depending on circumstances and if I aimed well or not and had no duds.

Deck gun I really can't say as I don't use it very frequently.

Quote:

Originally Posted by Kilamon
I first noticed the indicator for fuel compartment, keel and etc last night while hunting and used them pretty effectively, but I had a quest about what conditions allows the compartments to show. I didn't see them pop up til I was about 880 meters away and a 60-120 AOB but I can't quntify that as exact since my speed seemed to be an indicator as well in addition to who know what else (I saw the compartment indicator vanish a couple times while targeting). Would someone clarify this?

The indicators show up once you are inside 1000m of the ship.

As for angle I only have them show up at or very near 90º AOB.

bsalyers 04-05-06 01:28 PM

I agree with the opinion stated elsewhere here that the problem is not the damage model but the attacks. My first torpedo attack after installing GW was a good deal more successful than my first attacks in the unmodded game when I was a n00b; I hit a tramp steamer with a single torpedo at close range and she burst into flames and sank in about 2 minutes. More recently, I attacked two medium cargo ships in the Channel with the following results: three eels launched at each, in both cases, one either missed or failed to detonate. In both cases, the remaining two torpedoes were sufficient to sink the ships. In both cases, the sinkings took time - probably an hour or more.

Hit-point damage models for vessels is ridiculous - utterly unrealistic. The NYGM/GW sinking model is much more true-to-life. Naturally, this is more challenging.

This debate reminds me of when I was new to the game and never adjusted the depth of my torpedoes. While my aim was true, it was not unusual for me to see a ship glide merrily away with a hole bobbing up-and-down out of the water, too high on her keel to pose any real problem.
With the more realistic damage model, more skill is required to sink your targets.

Dutch 04-05-06 02:18 PM

I have nothing but praise for the new damage mod! :up:

Its about time the ships actually sank instead of ran out of hlt, not I don't know if I should wait or put another in them or maybe put some shells in them :up:

Keep in mind flooding more than one compart is usally needed to sink most ships large than small. I usally fire a salvo of 2 torps around 5 degrees differance and get results in around 5 mins of damage, usually consiting of listing or dead in water.

Then new mod as far as I have seen has no problems what so ever except for fps :-j but thats my end not theres :D :cry: :shifty:

Thanks again guys for the great mods! :up:

coronas 04-05-06 03:10 PM

Quote:

Originally Posted by CWorth
I personally have no problems sinking ships..

These are my findings and results with the NYGM mod that is in Grey Wolves after playing quite a few patrols and testing...

Small Merchants= 1-2 torpedoes
Medium Merchants= 1-3 torpedoes
Large Merchants= 2-4 torpedoes

Destroyers= 1-2 torpedoes
Cruisers= 2-3 torpedoes
Battleships and Carriers= 3-5 torpedoes

All the above are +/- 1 or 2 torpedoes depending on circumstances and if I aimed well or not and had no duds.
.

I agree this.
I'm use the UC from Rubini. Two torpedoes, impact pistol usually, 4 and 6 meters depth for large merchants and it's enought. Eventually, gun fire help. The last medium steamer took two fishes and 37 shoots and sunk after 45 min.

Heibges 04-05-06 03:36 PM

Quote:

Originally Posted by coronas
Quote:

Originally Posted by CWorth
I personally have no problems sinking ships..

These are my findings and results with the NYGM mod that is in Grey Wolves after playing quite a few patrols and testing...

Small Merchants= 1-2 torpedoes
Medium Merchants= 1-3 torpedoes
Large Merchants= 2-4 torpedoes

Destroyers= 1-2 torpedoes
Cruisers= 2-3 torpedoes
Battleships and Carriers= 3-5 torpedoes

All the above are +/- 1 or 2 torpedoes depending on circumstances and if I aimed well or not and had no duds.
.

I agree this.
I'm use the UC from Rubini. Two torpedoes, impact pistol usually, 4 and 6 meters depth for large merchants and it's enought. Eventually, gun fire help. The last medium steamer took two fishes and 37 shoots and sunk after 45 min.

I use that same torpedo allocation with the stock game regardless of hit points. Those numbers are about how many torps the Uboat Commanders Handbook says to use per that type of target. This definitely will improve realism for folks used to using 1 torpedo per ship in the past.

Now if you do most of your patrolling on the surface, you will have careers that look like those on Uboat.net

JonZ 04-05-06 03:38 PM

I personnaly think that it is overhauled a bit. Even aiming at different compartments have no effects. like yesterday made some run into scapaflow and fired 10 torpedoes (with impact and magnet) on a immobile Revenge and she never went down. Which is completely irrealistic IMHO. Small ships should take less than 3 torpedoes and more like one torpedos more than often, they weren't that strong. A torpedo should be able to take out more than one compartments. Not always ONE.

Heibges 04-05-06 03:41 PM

10 Torpedoes to sink a Battleship is not unrealistic.

JonZ 04-05-06 04:00 PM

Quote:

Originally Posted by Heibges
10 Torpedoes to sink a Battleship is not unrealistic.

It should at least nudge or something. And immobile should make it easier to sink, but I guess it not the case.

And I recall it took like only 3 to sink the Barham and the Courageous.

Dowly 04-05-06 04:02 PM

Isnt the docked ships bugged? Sometimes you wont get renown from them etc. ?

Keelbuster 04-05-06 04:20 PM

I've said it before and I still think so: NYGM damage is wicked. It's totally changed the game for me; more interesting, more intense, and more realistic. Thank god for long, uncertain sinking times. Damage seems so much more variable now. And I don't need to use a ridiculous number of torpedoes to get the job done. Often 1 is enough, if it is a good hit. But, on cargos, 2 or 3 is fine, with duds etc. I spent 6 on a battleship once. That's cool though - they're big bastards and you really have to hammer them - after all, it was utterly crippled after 3.

The only issue I have is with the deck gun. On several occasions I've torpedoed a small merchant to cause it to list. I'll then surface, and attack w/deck gun. After 50 shells below waterline at various compartments including the one I already hit, it has a bad list and is on fire. After 75-100 it sinks. Is this realistic? I feel like a small merchant should be swiss cheese after 30 or so.

Kb.

Der Teddy Bar 04-05-06 04:30 PM

Quote:

Originally Posted by JonZ
I personnaly think that it is overhauled a bit. Even aiming at different compartments have no effects. like yesterday made some run into scapaflow and fired 10 torpedoes (with impact and magnet) on a immobile Revenge and she never went down. Which is completely irrealistic IMHO. Small ships should take less than 3 torpedoes and more like one torpedos more than often, they weren't that strong. A torpedo should be able to take out more than one compartments. Not always ONE.

I have never had that occur, EVER.

Der Teddy Bar 04-05-06 04:39 PM

Quote:

Originally Posted by Keelbuster
The only issue I have is with the deck gun. On several occasions I've torpedoed a small merchant to cause it to list. I'll then surface, and attack w/deck gun. After 50 shells below waterline at various compartments including the one I already hit, it has a bad list and is on fire. After 75-100 it sinks. Is this realistic? I feel like a small merchant should be swiss cheese after 30 or so.

Kb.

In testing of the NYGM Ship Damage Mod V 2 I had noticed disparities between the 88mm & the 105mm when sinking ships. I believe that we have the 88mm issue resolved and it is being tested internally and will go to external beta testing next week.

Keelbuster 04-05-06 04:43 PM

Schweet!

Dutch 04-05-06 04:44 PM

I have yet to en****er an unsinable ship with the damage mod. I have noticed that the sink times are greatly increased. I usually look for signs of flooding around 10 mins or so and if nothing I'll either put another torp in her or surface and put a few rounds under the waterline along the whole side of the ship. Usually after around 10-20 shells I'll wait and the ship usually flounders within 30min-1hr.

Of course if I get a critical hit the ship sinks within 5-10min.

VonHelsching 04-05-06 05:24 PM

Quote:

Originally Posted by Dowly
What´s all this fuzz about!?

I have had no problems with NYGM nor GW regarding the ship sinking.

Can you really say that a 88mm shell to the deck structures of the ship should sink it? :o

Of course not. But even a 88mm shell in the bridge would make the ship loose coordination, slow down, make circles etc. But this was not modelled in the vanilla game anyway... :down:


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