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-   -   Almost 1 hr to sink a ship (https://www.subsim.com/radioroom/showthread.php?t=100752)

fredbass 11-10-06 04:39 PM

Quote:

Originally Posted by AVGWarhawk
Anyway, that stupid little merchant has shields like the starship Enterprise. A known bad thing in 1.1a and will be corrected in GWX.

I didn't know about that. I usually skip the small stuff anyways, saving my torps for more renoun.

Those damn Klingons. :damn: :doh:

T

mr chris 11-10-06 04:40 PM

Quote:

Originally Posted by bigboywooly
Yep its a new class of warship :rotfl:
Wait till you find an unescorted convoy then hear the dreaded words
"Bird of prey decloaking dead ahead Kpt "

" AAAAALLLLLAAAARRRMMMMMM DDDIVVVEEE TAKE HER DOWN FAST BERNARD"

AVGWarhawk 11-10-06 04:41 PM

Bigboy, what game title is that? Looks interesting. I have been searching for a decent first person type space game.

bigboywooly 11-10-06 04:54 PM

:hmm:
I just googled a pic :rotfl:

robj250 11-10-06 06:18 PM

Hey there Captain Kirk.

You know, come to think of it, since the default x is 1.5 and the zoom is 10, that is quite a zoom, perhaps it was the hull of ship which looked like I was "hiding" under it so the "Klingons" don't get me.:rotfl: :rotfl: :rotfl:

Da Plane, Da Plane, Boss. :arrgh!:

Thanks guys. You are a great bunch.

Oh, btw, the TC changes I was having problems with in the first mission where 4 - 8, 8 - 16, etc. I had to press several times to get it to change. That doesn't happen anymore. It changes right away. Oh, and the scraping I hear on the hull now and didn't hear it in the first mission. Man, that's creepy :rotfl: :rotfl: :rotfl:

I'm sorry I'm such a serious kinda guy, but that's the way I was brought up. Will have to learn to be a little more joyful like some of you are; that is without walking the PLANK.:rotfl:

bigboywooly 11-10-06 06:23 PM

No problem Rob :up:
The trouble with SH3 is if you dont :rotfl: you will certainly :damn:
Its just that kinda game :up:

mr chris 11-11-06 04:01 AM

No worries Rob glad i could help:up:
I think BBW hit the nail on the head above:yep:

Kpt. Lehmann 11-11-06 04:14 AM

We are also proud to announce that the Millineum Falcon is based near the Bay of Biscay. :p

Seriously, 1 hour sinking time for a ship is totally reasonable.

Regarding the plucky little bullet proof merchies... We fixed them!

Now they are NUKE PROOF!!!

Seriously, the damge model is really really good. VonHelsching has REEEEEEally gone out of his way for us there.

Thousands of torpedoes were fired in testing... hundreds at individual ships. (No silly... these were fired one at a time.)

mr chris 11-11-06 04:16 AM

Quote:

Originally Posted by Kpt. Lehmann
We are also proud to announce that the Millineum Falcon is based near the Bay of Biscay. :p

Ah this is where i parked my car:rotfl: :rotfl:

U-snafu 11-11-06 04:23 AM

[quote=Kpt. Lehmann]
Seriously, 1 hour sinking time for a ship is totally reasonable.

I read an account of a ship torped off of nc coast during ww1-ship broke in two and stern section sank--but crew survived by staying on bow section which stayed afloat -believe it was for a day and a half- before the bow section finally washed up on the beach:o

In that regard--nuke proof could be considered reasonable:lol: .

Kpt. Lehmann 11-11-06 04:48 AM

[quote=U-snafu]
Quote:

Originally Posted by Kpt. Lehmann
Seriously, 1 hour sinking time for a ship is totally reasonable.

I read an account of a ship torped off of nc coast during ww1-ship broke in two and stern section sank--but crew survived by staying on bow section which stayed afloat -believe it was for a day and a half- before the bow section finally washed up on the beach:o

In that regard--nuke proof could be considered reasonable:lol: .

In unusual and isolated cases yes indeed. For most cases sinking times should be under two hours.

sergbuto 11-11-06 05:13 AM

Quote:

Originally Posted by robj250
Anyway, back to the ship. It's a SMALL merchant. Fire 1, impact; Fire 2, impact, (now it's only a small merchant - how many torpedoes do I have to put into it) anyway, Fire 3; impact. Still the ship doesn't sink and get the credit. So I surface and approach with the intension of using the deck gun. At about 800 m I start the deck gun. I must have fired over 100 rounds.

In RL a small merchant would sink in minutes even after two torpedo hits, not to mention three.

HunterICX 11-11-06 05:54 AM

bob has so much to learn about TGW,

the damage model is a bit tricky though.

but dont worry about convoys.

first of all, dont wait for the confirmation that it is sunk.
just fire a torpedo or 2 at it or maybe 3 but I mainly shoot 2 torpedos at Medium or large merchants. so you damage at least 2 compartments an create floodings in them. now, focus urself on an other target after you have the 2 torpedo's hitting the other ship. at the other target you do exact the same 2 torpedo's.

now what I do is mostly lower my Periscope and dive a bit deeper. and I,m going to rearm my torpedo tubes.

and now 3 things can happen:
1. the ship will listen to one of its side, and sink of the damages you done.
2. the ship you shot will be crippled in the water, eather very slow moving and he will be left behind. or he will be dead in the water stationary.
3. the torpedo didnt do severe damages and he will continue the trip.

Now, I sink the cripled that are left behind with my deck gun. I just wait for the rest of the convoy to be far away. now when the 2 ships are sunk I rearm my torpedo tubes and go full speed and go on the chase, I intercept and do more damages.


sometimes when I didn know it. I had shot 3 different ships, the escorts where having a hang on me and forced me to dive deep. now without seeing or knowing it because I was busy repairing and evading the Escorts , the 3 ships I shot resulted to be 2 confirmed sinkings, and 1 left stationary in the water. now the 2 ships that where sunk could manage to travel some extra kilometers from where I shot them. the other one I finished of when the escorts where heading back to the convoy.

robj250 11-11-06 10:27 AM

So you don't actually have to confirm the sinking anymore to get the credit if it sinks later, then.

fredbass 11-11-06 10:44 AM

I believe you still have to be in range when she goes down to get credit.

robj250 11-11-06 10:58 AM

Quote:

Originally Posted by fredbass
I believe you still have to be in range when she goes down to get credit.

What is considered "to be in range". Submerged, taking a beating by the destroyers?

To be in range is how many metres?

fredbass 11-11-06 11:22 AM

Well I've got credit while being submerged below periscope depth, so I know you can get credit without visual, but basically if you can see it or hear it, you'll get credit. I'm pretty sure if the watch officer can see it, then you definitely will get the credit. I'm not sure if going real deep makes a difference, but I try to keep checking hydrophone. If it's dead in the water, I'm not sure if you need visual contact or not. Maybe somebody else around here knows more.

stabiz 11-11-06 11:22 AM

If you can still see it, you are in range. Besides, cripled ships are still there, if you go on a detour with the gents of the Royal Navy. I have come back to damaged ships later many times. Just mark it on the map, if you think the battle for survival will take a long time.

BTW, damage stuff with the smaller ships is pretty messed up in that damage model. Dont ever go after a fishing boat, for instance. (Not that most do, anyway) But sometimes ships will go boom like in stock. Its all about where you hit.


You will learn the hard way, rob. (And you will get killed in the progress, many times)

VonHelsching 11-11-06 12:41 PM

Quote:

Originally Posted by robj250
Quote:

Originally Posted by fredbass
I believe you still have to be in range when she goes down to get credit.

What is considered "to be in range". Submerged, taking a beating by the destroyers?

To be in range is how many metres?

Robert, that would be about 30 kilometers radius, IIRC.

Hartmann 11-11-06 03:32 PM

Some small ships o trap "Q" ships were filled with empty oild drums that make nearly impossible to sink


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