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offtopic
What in the name of a navy i done to deserve thise avatar :o :stare: :stare: |
I play on 52% realism. 52%, Which means my game is balanced out so I can enjoy the best of both so to speak. And yeah, its cool. But, the one thing that is not cool, is the torpedoes. That is as far from cool as you can get.
I think I made a mistake trying to play GWX, sad part is I like and enjoy everything else, I like the tougher Destroyers, rather than the boneheads stock offered. I like the planes. I like the graphics. I like the nifty new loading screens. In short, I live everything about GWX, except this! The torpedoes and their pathetic effect on the ships they are hitting. There has to be some way to work around this? Surely? Make the torpedoes more powerful? Make the ships less tough. There has to be a way to combat this ridiculous battleship style Merchant fleet? Is there any way before I finally do give up on GWX? |
I sugest to you first try some practise in single and traning missions, also try to set your torpidous from magnetic to impact setings - maybe thise will help you ;)
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I never use magnetic shots unless two conditions are met
1) calm seas 2) I am shooting at an extreme angle. I have done all the training missions, I have done a few single missions, guys... I need practical solutions here! I am here literally begging for help... see me... begging for practical help. Somebody must know how to make torpedoes stronger, edit a cfg file perhaps? Or someone must have a mod to make sinking ships easier? I am really desperate here because I don't want to go back to base game. |
From GWX Manual:
"GWX gives ships more hit points than in stock Silent Hunter III so that ships will sink due to flooding more often than due to a loss of structural integrity, but there are few enough hit points that a second torpedo hit on a merchant ship will likely sink it." So something is not working as expected... :cry: Maybe some sort of tweaking of ship damage model is needed... :hmm: Maraz |
Speaking as a bit of an Ace on training missions (had the game since day one and never finished a career :oops: ), I would heartily recommend what Dimitrius07 said.
Go into Academy, try just firing at one target, if you get a hit, just wait and watch what happens. The results can be surprising. The ship you thought was sailing along completely unaffected by your torpedo strike/s may be mortally wounded and could sink, if given time. Also, as Mush and Ducimus have said, the external cam is a valuable tool, have a good look at the target and see if there is any obvious heavy damage. If you see a whacking great hole for example, your target is going to slow down at very least! Reece was having similar probs over on the Mods forum and you may want to have a look at that thread:- http://www.subsim.com/radioroom/show...t=damage+model Admittedly this dealt mainly with the deck gun aspect but IMHO the solutions suggested apply equally to torps. I reckon the GWX damage model is very fair and should let you get you some good results without wasting too much ordnance....provided you aren't in too much of a hurry! edit: Just saw your post above. Yes, I'm sure the torp strength can be upped but I still reckon if you curb your impetuosity...you can cancel the Kleenex! :rotfl: |
I disagree, I positively hate the GWX damage model now.
I will ask again, please, somebody tell me how to make my torpedoes more powerful or to make the ships sink quicker or ships less sturdy or something! I have tried so many times giving them chance to sink, checking them for mass damage etc and they have 90% of the time sailed off and I never got the confirmed kill. Usually when I was doing my stint in the IID and couldn't afford to fire shots galore. If you help me, I will have your babies. Can't get fairer than that.:cool: |
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:rotfl: :rotfl: :rotfl: |
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It almost sounds as if you have the 1.1 version of GW on your machine. This is the only time I have experienced frustrations with non-sinking ships. Specifically the little tramp steamer that would never go down. Last night I whacked a pyro and she went down. Two torps. The only ships that give me trouble is the tankers. That is expected. Can you take screenies of what you are doing so we can see whats happening or not happening? |
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Take a break:up: When you come back I think Mush may have done something as far as torpedoes, maybe check with him. RDP |
ive already pm her with this tactic i use that never fails to sink a ship.....
so we got a large cargo. set 1 fish to keel and 1 fish about 4m depth, fire the keel shot first and say the target is 1500m away wait about 10 secs then fire the second. the first one will hit the keel and the ship will start to change course (coz he knows your there) because hes changed course the second fish will not hit the same compartment (or shouldnt) im my experience this tactic very rarely lets me down. |
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Besides, as Al Lowe once said...in a post script to FPFP:- " Real life rots the brain - Get a computer game instead " Very true that :yep: :yep: :lol: particularly when it is so good as SH3!!! |
I had thought PG was hitting two different spots on the merchies. PG knows that you do not have to lock the scope/UZO for solution. I was hoping for some screenshots of what is going on. It is almost like PG has the 1.1a version where sinking the mechies was very difficult.
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I like that quote. Your taking me too serious mate, just saying take a break that's all:o I enjoy SH3 as much as anybody here:yep:, looking forward to SH4:up:. |
Penny Grey dont fret RDP here has wept many tears over sh3
starting the boat is complicated |
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