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-   -   where are the sweetspot? (https://www.subsim.com/radioroom/showthread.php?t=196259)

Doolar 08-22-12 06:09 AM

" Damage Caused By Fire " by TheDarkWraith
 
There is a mod called " Damage Caused By Fire " by TheDarkWraith , that will help with the sinking's if on fire , that I use . Not sure exactly where its located but i use it .

Red Heat 08-22-12 06:49 AM

Quote:

Originally Posted by jimbuna (Post 1904841)

Hello Jimbuna...i dont know why but your link isnt working for me...there is another option?

Thanks! :)

Nagel 08-22-12 10:14 AM

Quote:

Originally Posted by Red Heat (Post 1924570)
Hello Jimbuna...i dont know why but your link isnt working for me...there is another option?

Thanks! :)

ditto.
It looked like it would be really helpful too.

Jimbuna 08-22-12 10:53 AM

Quote:

Originally Posted by Red Heat (Post 1924570)
Hello Jimbuna...i dont know why but your link isnt working for me...there is another option?

Thanks! :)

Quote:

Originally Posted by Nagel (Post 1924631)
ditto.
It looked like it would be really helpful too.

Sorry about that...try this link:

http://www.gamefront.com/files/22159766/shipchart.7z

Red Heat 08-22-12 12:02 PM

Well...Jim i think its working just fine!
Thank you... :up:

Jimbuna 08-22-12 02:17 PM

Quote:

Originally Posted by Red Heat (Post 1924690)
Well...Jim i think its working just fine!
Thank you... :up:

Your welcome :cool:

Nagel 08-22-12 02:31 PM

thanks!:up:
figures, one of the only files I didn't check!:oops:

Maceaciadh 08-22-12 03:42 PM

its a nice guide but i dont plan on blowing up the bismarck any time soon :P

also the 2 points i mentioned for tankers are not there so who knows what other sweet spots there could be on ships, a pity you cant just endlessly shoot at them to find them out lol

Jimbuna 08-23-12 04:50 AM

Quote:

Originally Posted by Nagel (Post 1924758)
thanks!:up:
figures, one of the only files I didn't check!:oops:

Your also welcome :cool:

Shkval 08-24-12 05:37 AM

Just to add one comment, yesterday I hit medium cargo (C2) right in the engine room (according to map) with magnetic fuse but she continued to steam on like nothing happened... :doh: it took 28 more shells to finish her... she should be cut in two like chop stick... any torpedo mod to increase damage of magnetic set eels?

Pisces 08-24-12 08:35 AM

Well, I believe this shipchart is only valid for stock SH3, as the colored rectangles are not available in GWX. So they should be taken with a grain of salt when trying to hit ships. The idea works, but perhaps not the exact spot.

Shkval 08-25-12 02:32 AM

Ahhhh :shifty: so that's why they don't explode and break up when hit under the fumes... GWX changed that...what does this "Realistic torpedo" mod is for? It does not have any description...

Pisces 08-25-12 08:27 AM

Quote:

Originally Posted by Shkval (Post 1925724)
Ahhhh :shifty: so that's why they don't explode and break up when hit under the fumes... GWX changed that...what does this "Realistic torpedo" mod is for? It does not have any description...

http://www.subsim.com/radioroom/showthread.php?t=122624
If you use it, it will probably break what GWX intended to accomplish.

Shkval 08-25-12 05:33 PM

Are we talking about the same mod?
http://www.subsim.com/radioroom/down...do=file&id=955

Have you try it?
This probably goes to the wish list, but it would be nice to have a mod who increases torpedo strength if the fuse was set to magnetic (but also increases chance of premature detonation) so we could break ships in two more often... but also sweat more often during torpedo run... and a mod to force a target to notice that someone is shooting at her... this way I can have 20 premature detonations and they will continue to sail like nothing happened.

Pisces 08-26-12 03:24 AM

They have the same CRC value in the zipfile, so I'm very sure.

No I have not used it. I just googled it to get more info about it. And based on that thread I wrote my previous message. For what it is worth.

Shkval 08-26-12 01:34 PM

Thanks!:salute:


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