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-   -   Small Tankers: strangely unsinkable (https://www.subsim.com/radioroom/showthread.php?t=131978)

Tessa 03-04-08 12:17 PM

Quote:

Originally Posted by Grayson02sept1980
funny thing... I tried again on a small freighter... a "Trampdampfer" in German
Shot it on the bow mast and it caught some fire... the screener I have..

and it sunk after 15min....

Is there a difference between torps?

I read some many people just swear about T1-steamers... I usually use electric as the ships really see the T1s... and I guess there is no difference in the payload... but tell me if so.

Both torpedo's carry the same amount of explosives, the major difference being the water trail and the inability to increase the speed on electric ones. The TI G7a's other advantage is its range as the G7e's were limited to 5k; though is rare sometimes you get lucky and do manage to slam your last torpedo into a cargo ship 8km away and then close the deal with the deck gun. I'm in the minority favoring magnetic detonation under the keel. In my experiences you can tell pretty quickly if the ships going down or need another one. I just love the sight of a perfect hit that blows the ship apart into 2 pieces, the magnetic is a little more forgiving with poor bow angle shots but there's always ones were the mechanism fails despite passing right under the keel or bouncing off the hull if not deep enough.

Gezur(Arbeit) 03-04-08 12:55 PM

magnetic should be used at angles where a normal impacct torpedo would bounce of the hull.

Keelbuster 03-04-08 01:35 PM

Quote:

Originally Posted by Gezur(Arbeit)
magnetic should be used at angles where a normal impacct torpedo would bounce of the hull.

And it's really only reliable in calm water - if the boat is bobbing like crazy, it's like 50/50 that the torp will be too-deep/too-shallow. T2s are also at a disadvantage in rough weather - slower running means longer run times, and therefore a larger chance that the torp will prematurely detonate. In rough weather, I close to 600m or so and put out a fast T1, shallow, to have the maximum chance of inflicting a hit.

Edit: I feel like this thread is becoming suspiciously like a general torpedo technique thread:) I think the moral of the original story was that the little guys (i.e. small ships, small tankers) just aren't worth the torpedoS required.

Grayson02sept1980 03-04-08 05:43 PM

sorry for the offtopic...

and yeah I now saw it again.... magnetic under the keel 1m calm see... bad angle for impact (impacts are better in general? dunno) and it made a nice firework...some explosion... and carried on as if nothing has happened...

"Bernard... were are those sausages and steaks! The fire is almost estinguished by the tommys!":rotfl:

Gezur(Arbeit) 03-05-08 07:46 AM

The prob is that a magnetic torp must travel some time under its target to detonate..so the Torpedo might explode on the other side of the hull and maybe 2 far away...resulting in a small damage

danurve 03-05-08 09:02 AM

I have sunk a battleship in GWX with 1 TII, but it takes 3 eels to take out a pass/cargo :arrgh!:

So if it takes on average 2-fish to sink a med-cargo &^ then I'll stick to the bigger targets. And hope and pray they run true .. ha ha ha. :cool:

Jimbuna 03-05-08 09:18 AM

TBH I tend to leave the smaller fry alone (particularly in the latter part of the war) and concentrate more on Libertys and bigger.
Not because of numbers of torpedoes, because all vessels regardless of size can be 'eel sponges' and all also have random 'sweet spots'.
But more because the rewards are greater for the higher the tonnage you sink. http://img522.imageshack.us/img522/9708/piratebf4.gif

Grayson02sept1980 03-05-08 09:37 AM

Quote:

Originally Posted by jimbuna
TBH I tend to leave the smaller fry alone (particularly in the latter part of the war) and concentrate more on Libertys and bigger.
Not because of numbers of torpedoes, because all vessels regardless of size can be 'eel sponges' and all also have random 'sweet spots'.
But more because the rewards are greater for the higher the tonnage you sink. http://img522.imageshack.us/img522/9708/piratebf4.gif

true

and imho the bigger the fish the more likely it will kill itself simply of the bigger weight etc....


--- EDIT ---

Forget it....

Just did two range shots on a Big frieghter over 8000t big... it was 4000m when I fire the first and half way I decided to shot a second one... both were FaTs and it was more kinda test cause I was ure they would miss... so I set the FaT to follow the course of the ship but "lucky" me the first one hit it... right under the chimney... well ok slightly to the stern... but under the chimney

then the ship started to make a sharp turn and also increased speed... so the second torp hit it also! .. I must admit this one really was aimed very badly and I REALLY wanted to test the FaT...

But guess what.... it hit it, too! ...without the need of any turns etc. ... and it hit it at the very same spot :roll: ... now I know that the GWX manual etc. states to aim at different spots... so I was very unlucky to hit it the second time at the very same spot..

The first torp was a magnetic under the keel... the second was an impact.... :roll:

and guess what....

it never stopped
it never sunk
....

I guess everyone has this "It just won't sink"-experience..... ;)

Rykaird 03-05-08 06:21 PM

There were a set of PDFs long ago for the stock game that showed vulnerable spots for various cargo and naval ships. Is there such a doc or list for GWX 2.0?

Grayson02sept1980 03-06-08 02:52 AM

mhhh.... I never came accros such an PDF... I have tried this modding of the Ship-graphics in the "book" but found out soon that those are not right in GWX

Jimbuna 03-06-08 12:09 PM

Quote:

Originally Posted by Rykaird
There were a set of PDFs long ago for the stock game that showed vulnerable spots for various cargo and naval ships. Is there such a doc or list for GWX 2.0?

I'm afraid not :nope:

03-06-08 12:15 PM

Yes, I've thought about that..and it seems they can take up the damage. I've shot one with a torpedo and it hit the stern, and destroyed the propellers. So I shot 28 shells into her and she finally sunk.

It's true, most bigger ships are weaker than smaller ships. Because of it's design, unlike a bigger ship, it's weight and how much water the ship can take in. A bigger ship, the more heavier, with water coming in from the torpedo hit it goes down more faster. If ye hit it between the command tower/deck and the middle, it should split within seconds.

Keelbuster 03-06-08 01:54 PM

Quote:

Originally Posted by AdlerGrosmann
A bigger ship, the more heavier, with water coming in from the torpedo hit it goes down more faster.

I wonder....bigger to me means proportionally more volume (volume increases by the cube of the dimensions) and more displacement. More displacement means more buoyancy. But this buoyancy is reduced by the load the ship carries. So the hypothesis is this: whether or not the ship has cargo (i.e., westbound vs. eastbound tanker) should make a bigger difference for T3s than small tankers because when a T3 is empty, it has oceans of extra buoyancy compared to a small tanker.

To me it feels like small tankers are unrealistically buoyant - there's something glitchy about their displacement/load. Finally, I still stick to the point that a torpedo would be more likely to compromise more than one compartment when hitting a smaller ship than a larger one, because the bulkheads would be closer together in a smaller ship. Hence catastrophic damage should be more common in hits on small ships.

One other thing to wonder about is this: ships are more likely to sink with damage at the extremeties (bow/stern). When the ship's bow is compromised, it starts to lean that way, like a lever. In a long ship, the lever is longer, and hence the water that is sinking the ship can more easily (with less force required) bring the ship into a fatal listing angle. With a smaller ship, the lever is shorter, and it requires proportionally more force to bring about the fatal list angle. What do you think about that?

Blacklight 03-06-08 03:31 PM

I agree. The same goes for all the smaller ships that I've noticed are "Extra boyant" I've been testing the smaller ships (Small merchants, Tramp steamers, and small tankers) and I think they are unrealistically boyant.

My reasoning is that since the ships are smaller, their compartments should also be smaller and therefore on a torpedo hit, would fill up with water faster than say the cargo hold of a large ship. A single torpedo hit on the small ships should do more damage to the structure of the ship as well in my opinion.

There's something screwy with the sinking mechanic with these small ships. I havn't noticed the same problems with any of the other smaller ships. These three in particular I know have something fishy about them.

Grayson02sept1980 03-07-08 04:17 AM

Quote:

Originally Posted by Blacklight
I agree. The same goes for all the smaller ships that I've noticed are "Extra boyant" I've been testing the smaller ships (Small merchants, Tramp steamers, and small tankers) and I think they are unrealistically boyant.

My reasoning is that since the ships are smaller, their compartments should also be smaller and therefore on a torpedo hit, would fill up with water faster than say the cargo hold of a large ship. A single torpedo hit on the small ships should do more damage to the structure of the ship as well in my opinion.

There's something screwy with the sinking mechanic with these small ships. I havn't noticed the same problems with any of the other smaller ships. These three in particular I know have something fishy about them.

everything good and fine....
BUT when I hit a ship... no matter what size! .. on the fuel compartment/bunker... see a nice explosion... fire all over... and it keeps going at it's inital speed and never sinks.... no comment..... :shifty:

Honestly I admit this has happened only once .... yet..... :shifty:


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