Quote:
Originally Posted by frau kaleun
(Post 1547161)
Nevertheless there were some occasions where neutral ships were attacked and sunk in a variety of circumstances but I don't know that any of the commanders involved saw their careers derailed because of it.
But the game makes no distinction regarding neutral ships based on their location and assumed ports of call - neutral is neutral, war zone or not. I know some people have edited out the renown hit for sinking neutrals, but then will only attack them if they are clearly sailing into or out of an enemy port. They may even edit in a renown reward for sinking neutrals because they only attack them in circumstances where it would be considered acceptable to do so.
The other issue with neutrals is that they will sometimes be sailing in convoy with enemy merchants and under the protection of enemy warships. Even if you don't target them specifically, when you attack the convoy there's always the chance they'll be the ships you end up hitting. I doubt any RL commander would have been penalized for sinking a neutral in that situation.
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Sadly the only clue that the game gives to a neutral ship is that its flags will be illumunated by a pair of lights. In poor visibility it can be hard or impossible to see these lights just the silhouette of the ship. The best solution I've seen so far as to how to deal with neutral ships is to set the renown to 0, so you don't get credit or penalized for sinking it.
Quote:
Originally Posted by Jack Cutter
(Post 1547263)
Also, to the GWX team...the sounds that were being made by my U-boat while my engineer was screaming about crush depths...absolutely TERRIFYING! I'm ashamed to say that it gave me chills...I never want to experience something like that again...it made me nauseous! I could never do what any submariner does in real life ever!
Absolutely great work. I still can't wait to spot some of the damage modelling for the ships...I'm thrilled to see an oil slick! I wonder though, is that an additonal mod you have to add to GWX 3.0, or is it something that comes with the mod? From what I understand in the manual is says it's included, but I have yet to see an oilslick. I also read it depends on where you hit the ship. Is it a rare occurence?
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Once the ship hits 200m it can get really eerie. Though it is a bit of a cheat, I'd suggest you take the ship out and set it to dive to 250m (once you hit 180 or so turn the speed to slow). When you actually go beyond your crush depth it will make slightly different noises; which if you do a ballast blow at that moment you might escape getting any damage at all, at the very least it would minimize it.
The damage mod I believe you are refering to is called torpedo damage final. It will show the holes in the ships your eels make or the hits from the deck gun. Cool thing is it also shows models damage on your sub as well. You can come into port looking up really chewed up.
You can't see the magnetic hits from this angle but she wasn't going down so put a slug into the side and then she dropped like a brick.
http://pelsia.files.wordpress.com/20...-10-2010_4.jpg
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