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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. |
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. ;)
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well, 8 torps for a 4000 tons merchant isn´t. Cheers, AS
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I've never had a 4,000-ton merchant take 8 torpedoes. What are you talking about?
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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:
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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. :|\\ |
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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.
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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. |
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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. |
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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:
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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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