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-   -   GWX has finally brought me to tears! (Literally) (https://www.subsim.com/radioroom/showthread.php?t=107490)

Reece 03-14-07 08:55 AM

Use minitweaker to change the settings in torpedo.zon or just use the stock ones, this should solve problems!:yep:

ReallyDedPoet 03-14-07 08:59 AM

Quote:

Originally Posted by Mush Martin
Penny Grey dont fret RDP here has wept many tears over sh3

starting the boat is complicated

When you come back I think Mush may have done something as far as torpedoes, maybe check with him. Did you see this?

I think Reece may have answered it:up:

fredbass 03-14-07 09:06 AM

In my experience, sinking ships in GWX has taken less Torps (depending on amount of duds in current patrol) and definitely less deck Gun shells that in GW1.1a, at 62% realism.

And I usually get myself in good position where I'm perpendicular to target, locked on as long as possible (using auto targetting and WO assistance) b4 firing. In that situation, I almost always set torp to explode upon impact, with torp at a depth of 2-3 meters above the keel depth of ship, unless maybe in rough seas.

Reece 03-14-07 09:20 AM

Torpedo hit points in stock:
Min 120
Max 180
GWX:
Min 114
Max 155

I like to sinkem & move on having recieved my renown, that is why I also use stock deck gun's Shells.zon!:lol:

Keelbuster 03-14-07 09:27 AM

Quote:

Originally Posted by Ducimus
Out of curiosity, What was the windspeed when the torpedos were fired, and at what depth setting?

IF the wind was high, and the fish shallow, the hole they made was probably too high up to properly flood. (conversly too deep and they'll deflect off the curvature that exists where the side curves round to the keel)

Also - sometimes I get a premature detonation in high seas that's really close to the ship - so through the periscope it looks like it hit her, but it really blew just before impact. Keep an eye out for the 'Torpedo Impact' message to know if it really got there. Though, like the 'She's Going Down' message, I don't know if you can really rely on 'Torpedo Impact' to happen every time it should.

Strange though about the deck gun - I've found it to be weirdly effective in GWX - like a powder keg effect on most ships.

Anyways, sometimes you lose - sooner or later you'll find a juicy BB, or maybe even a hospital ship:arrgh!: to make it all worthwhile.

Spin Doctor 03-14-07 10:46 AM

Not even YOU would sink a hospital ship right? That's just....that's just....wrong...

Penelope_Grey 03-14-07 10:46 AM

I guess I'll just have to muddle through.

Albrecht Von Hesse 03-14-07 11:26 AM

I'm not sure how long you mean by 'for ages', but I have trailed attacked convoys for up to 10 hours (after the, alas, obligatory escort party) simply because it sometimes takes several hours for a damaged ship to sink. I've had large cargo and merchant ships sink 6 hours after being torpedoed. Unfortunately you have to be within a certain range in order to get credit for them sinking. (not sure what that range is, but if the convoy gets too far away I think it goes *poof* and vanishes).

A techique you might wish to try is aiming for the engine room and/or propulsion (prop and rudder) areas to cripple them first. Once they are dead in the water (and you've evaded the escorts) you can patiently take your time to line up perfect shots to take them down.

I've often fired four torpedoes at 4 different ships simply to attempt crippling them. I mark their location and bearing on the map, then head for the deeps to evade the escorts, then 1-3 hours later head back to my initial firing point, still submerged but coming up to periscope depth as I come off of silent running and start reloading my tubes. More often than not as I do so (and trail the convoy) I start finding the ones I fired at, dead in the water and often listing.

Just because they don't sink within the first 30 minutes doesn't mean you haven't mortally damaged them. Be patient; I think you'll be surprised. :)

bigboywooly 03-14-07 11:27 AM

You have PM Penelope

Morts 03-14-07 11:28 AM

Quote:

Originally Posted by Spin Doctor
Not even YOU would sink a hospital ship right? That's just....that's just....wrong...

so was it giving me a uboat
so i cant complain:rotfl: :rotfl:

AVGWarhawk 03-14-07 11:32 AM

@Hesse

Even so it seems PG ships just are not sinking. I do recall GW1.1 it would take forever to sink. The GWX version it is a one two punch and that is pretty much it. PG claims 90% are sailing on with gaping holes. Last night I sunk a pyro with two torps. Both on impact and both set at 3 meters. One in the bow and one in the stern. Down she went. I thought maybe PG was aiming at the same spot over and over. PG said no she is not. I asked that she send in some screehshot for us to take a look.

Steppenwolf 03-14-07 12:24 PM

Does sound like your ships are unusually difficult to sink. I see several others are working on this with you and hope they can get it sorted out.
If you want to take Reece's advice and make the torpedoes more effective using Mini-Tweaker, you can download it here:
http://www.delraydepot.com/tt/sh3sdk.htm#tweaker

Also download the tweakfiles for it on the same page.

Vikinger has written very clear instructions on how to use it in this post:
http://www.subsim.com/radioroom/show...5&postcount=10

The tweak file you want to use is torpedo_zon.txt
Just change the MinEF and MaxEF values for each torpedo.
As Reece pointed out, stock SH3 uses MinEF=120 MaxEF=180 for all torpedoes.
Stock also uses a MaxRadius=7
Move the backup file that it creates to a different folder or the changes don't take effect.

Penelope_Grey 03-14-07 01:42 PM

I came accross two lovely targets in a swell. A medium tanker and a medium merchant. I attack using 3 torpedoes.

http://img.photobucket.com/albums/v3...tructible3.jpg

As the pictures prove all 3 of my torpedoes hit! There is the wallop I gave the Medium Merchant. Midships. Just towards the back of the engine room. Good hit I thought. slowed him right down.

http://img.photobucket.com/albums/v3...Penny/hit3.jpg

From surface view the red X shows where I got him.

Then there was the medium tanker.

http://img.photobucket.com/albums/v3...tructible1.jpg

That I aimed for just before the first mast.

http://img.photobucket.com/albums/v3...Penny/Hit1.jpg

Like so. Then I fired a second shot into the medium tanker.

http://img.photobucket.com/albums/v3...Penny/Hit2.jpg

Impacting there. Which caused this underwater.

http://img.photobucket.com/albums/v3...tructible2.jpg

Ok, no worries. Time to be patient. Rough seas, they will probably sink due to flooding. No. They sailed off into the distance clean out of my hydrophone range and I think something like 6 hours elapsed, so those guys were not gonna sink.

Penelope_Grey 03-14-07 01:51 PM

I understand perfectly well I perhaps did not hit a critical areas. Which is why I saved right before I carried out the attack to test other possibilities.

AVGWarhawk 03-14-07 01:52 PM

PG, I would have sent two torps into each of those ships. No doubt. :o Every one would have gotten a torp in the bow and torp in the stern. Possible a third torp for the tanker. These are harder to sink. Torps are not many on the uboat but they are free back at port. What we have here is 3 torps gone and no tonnage to show. I would rather 6 torps gone and three ships down:up:

Most Kaleuns sent out two to three torps for one target.


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