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-   -   Sinking Times (https://www.subsim.com/radioroom/showthread.php?t=100860)

Sailor Steve 11-14-06 11:44 AM

Musashi withstood 19 torpedoes and seventeen bombs before finally going down http://www.history.navy.mil/photos/s...-m/musashi.htm
Yamato took ten torpedoes and "several" bombs http://www.history.navy.mil/photos/s...z/yamato-n.htm
The KGVs were hardly in that class, but eight torpedoes sounds about right for a modern battleship which did have dedicated anti-torpedo protection.

graybeard 11-14-06 12:02 PM

Bow hit
 
I think you answered your own question. If the Destroyer was hit in the bow and water is rushing in, the bridge crew will order all engines stopped. That's pretty realistic to me. ;)

AS 11-14-06 12:13 PM

well, 8 torps for a 4000 tons merchant isn´t. Cheers, AS

Sailor Steve 11-14-06 12:19 PM

I've never had a 4,000-ton merchant take 8 torpedoes. What are you talking about?

Cue-Ball909 11-14-06 12:38 PM

Quote:

Originally Posted by sergbuto
He does not have to full himself because the vanilla version of the damage model is indeed overall more realistic than "flooding" damage model of NYGM and current version of GW (at least in my opinion)

You've got to be kidding me. You think hit points are more realistic than flooding?

Quote:

because the stock version does not at least contain some very unrealistic things, such as useless working magnetic torpedo (keel damage zone was removed from merchants), no damage with the second torpedo hit to the same compartment, two torpedoes to kill a DD, shelling damage only below waterline, etc. There was some more but do not remember at the moment.
Instead the stock game has unrealistic things like sinking a ship with nothing but shelling the bow, ships having a random chance of blowing up no matter where you hit them, ships that sink in 2 minutes even when you only have a single hit on a huge cargo ship, etc. While neither damage model is perfect, I really can't understand how anyone can think that a hit point system and random explosions are MORE realistic than the sinking model used in GW/NYGM.

Quote:

And fast sinking times happened to be quite often in reality.
As they do in GW. Take a look at my post above. With the lone exception, all of the ships I mentioned sunk quickly with only one or two torpedoes. The stock game is far too easy in this regard. In reality many ships failed to sink even after several torpedo hits. Even relatively small merchant ships sometimes refused to sink after multiple hits. Until GWX comes along I think that TGW/NYGM is about as good as it can get.

Respenus 11-14-06 12:43 PM

As any GWX Beta tester, I will say, WAIT!!! and be surprised. The first 30sec will make your jaw drop, after 10 min you'll be soaking wet and after a couple of hours, they'll have to surface the house to get rid of the flooding! :lol:

graybeard 11-14-06 12:59 PM

Torpedo Hits
 
Just one more point. I've been reading about torpedo hits from a number of posts. If you happen to have some time, I suggest you read military historian John Keegan on the Battle of Jutland. He takes the reader inside the warships and how shell and torpedo hits affected the battle on both sides. Damage control parties entering compartments where steam pipes were ripped open and the crew inside literally cooked. Machinery torn from mounts and crushing any person nearby. All of this even when the compartment itself did not take a direct hit. Any hit upon a ship is quite a violent affair.

By the way....this is a freaking cool sim. :|\\

sergbuto 11-14-06 02:36 PM

Quote:

Originally Posted by Cue-Ball909
You've got to be kidding me. You think hit points are more realistic than flooding?.

Sure, that is what I think. Many ships sank due to their construction decay and/or braking in halfs as a result of explosions and fire on board and the hit point system is a good way account for that.

Quote:

Originally Posted by Cue-Ball909
Instead the stock game has unrealistic things like sinking a ship with nothing but shelling the bow,

That would account for starting fire on the ship leading to its ultimate sinking.

Quote:

Originally Posted by Cue-Ball909
ships having a random chance of blowing up no matter where you hit them,

That would account for fuel explosion due starting fire on board.

Quote:

Originally Posted by Cue-Ball909
ships that sink in 2 minutes even when you only have a single hit on a huge cargo ship, etc.

The idea of creation of magnetic torpedoes with their explosion under ship's keel was exactly for that purpose, i.e. to sink a huge vessel within minutes. Unfortunately, the NYGM damage model renders magnetic torpedoes useless in this respect.

Quote:

Originally Posted by Cue-Ball909
While neither damage model is perfect, I really can't understand how anyone can think that a hit point system and random explosions are MORE realistic than the sinking model used in GW/NYGM.

The fact that you can't understand that does not necessarily mean that your opinion is the right one.

Quote:

Originally Posted by Cue-Ball909
Even relatively small merchant ships sometimes refused to sink after multiple hits.

Someone described the case when the small merchant would not sink after five torpedo hits plus around 100 shells from the deck gun with the NYGM model. Surely, that never happened in RL.

Quote:

Originally Posted by Cue-Ball909
Until GWX comes along I think that TGW/NYGM is about as good as it can get.

That is your opinion and you have the right for that. But do not infer that people with other opinion just fool themself into that opinion.

sergbuto 11-14-06 03:22 PM

You know it sets me smiling every time when I think what reaction of the U-boat crew would be in reality after receiving an order from their commandor to shell only below the water line followed by reasoning that it would not do any harm to the target otherwise.

Wijbrandus 11-14-06 04:22 PM

Well, I hit the waves again last night, this time with a better understanding of the NYGM model and a new perspective on the flooding concept.

I had a field day. :)

I utilized engine room targetted torps to disable large ships, so that they'd fall out of the convoy. Once or twice, I had C3 cargo ships totally detonate on impact. That was nice! After ducking and dodging them agitated escorts, I waited for sunrise to finish the job. A few hundred rounds of deck gunfire later, and I sent those cargo ships to the bottom.

I no longer see slow sinking time as a problem. Now it's an opportunity.

I was able to torpedo a ship, and all the escorts ran over to cover it. Then I was able to hit the front of the convoy, disabling another. Once again, the escorts ran to the front and started looking for me. Repeating this until I had more targets than torpedos left, I lurked about until the convoy moved on. A few of my disabled ships heeled over on their own, but the rest were easily finished off with a combination of torpedos and gunfire.

Magnetic torpedoes still do work. I was able to get a few to go off under the engine room, and even the big ships sank after just one shot. The biggest problem is the failure of magnetic pistols. I had three fail in a row, which was frustrating.

Sailor Steve 11-14-06 05:25 PM

Quote:

Originally Posted by sergbuto
You know it sets me smiling every time when I think what reaction of the U-boat crew would be in reality after receiving an order from their commandor to shell only below the water line followed by reasoning that it would not do any harm to the target otherwise.

So you think hitting the ship in the bridge 20 times should make water flow in and sink it? Ships only sink from one cause-water coming in through a hole below the waterline. If that hole is caused by a warship's magazine exploding, or a fuel tank exploding, fine, but ships don't sink because they took a predetermined amount of damage to random areas; they sink from water coming in.

I agree that too many ships take too long to sink from torpedo hits. The only thing I really don't like about the hit point system is that once a ship's hit points are gone it explodes automatically. I would much rather it just sank quietly.

sergbuto 11-14-06 05:38 PM

Quote:

Originally Posted by Sailor Steve
So you think hitting the ship in the bridge 20 times should make water flow in and sink it?

No, but it would set a fire which would lead to a hole. That's what the deck gun was primerily used for, not just for presicion shelling for making holes below the waterline with all the bumping on the slippery U-boat deck.

Quote:

Originally Posted by Sailor Steve
The only thing I really don't like about the hit point system is that once a ship's hit points are gone it explodes automatically. I would much rather it just sank quietly.

Agree with that. I would also prefer them model better fires on board.

Hartmann 11-14-06 05:59 PM

USS Indianápolis (CA- 35 9,800 tons) takes two torpedoes launched by Commander Mochitsura Hashimoto, former commanding officer of the Japanese submarine I-58 , and sunk in only 15 minutes.:hmm:

sergbuto 11-15-06 03:47 AM

Quote:

Originally Posted by sergbuto
Quote:

Originally Posted by Sailor Steve
The only thing I really don't like about the hit point system is that once a ship's hit points are gone it explodes automatically. I would much rather it just sank quietly.

Agree with that. I would also prefer them model better fires on board.

On second thought, every unstoppable fire of a car ends up with explosion of its gas tank. Therefore, there would likely be quite high probability for extensive fires on board of the ship to always end up with explosion of fuel. The older ships based on coal would definitely explode every time as soon as water would get to the boilers room.

Achtung Englander 11-15-06 07:15 AM

In a way I stopped playing SH3 as I found the GW mod, although fantastic, made the sinking of destroyers near on impossible now. I think the damage model just made the ships too strong

I am waiting for GWX then will start again !!!


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