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-   -   Sinking Times (https://www.subsim.com/radioroom/showthread.php?t=100860)

dinadan122 11-18-06 03:12 AM

im using nygm 2.2

1. sink times are good imo just have to target multiple compartments. ship where built to seal off damaged areas thus preventing a sinking so if you hit one area its not going to sink it , unless its a cargo hold (but it will take forever). while hitting 2 areas will devistate the ship and 2/5 times ill get a immediate sink credit (even thought the ship didnt sink yet).Btw in my experience which is limited hittinga cargo hold and the engine gets the job done.i have alot of pics of ships that just refused to sink and some i got credit for even thought they never did sink completly which imo is realistic since the crew would have abandoned ship.

2. magnetic detinatiors are defective , but i have found its mainly with the T2 and not the t1 early war , stick with late night attack with a t1 magnetic detonator or if you absolutly have to kill something dureing the day t2 set to impact (when i refer to setting i really just mean depth b/c the option to stich is not there for nygm 2.2) but only in good weather conditions. i do still like T2 in my stern tube (set to magnetic for destroyer kills)as it prevents destroyers from seeing the wake but you have to fire at close range 400-500 meters to make sure you dont get that failure which seems to happen at 800m or so in most cases. T1;s can be just as effective thought b/c their hella fast.:up: i have alot of picks of ship that just refused to sink and some that never did but i still got credit for it as it was a complete wreck (which imo is realistic as the crew would abandon ship).

sry its probably hard to read but im tired =p

my big complaint with NYGM is destroyers sighting me late night 6km away in a 15knot storm with heavy fog :o surfaced but still impossable to sight none the less idk maybe they have some uber wave penetrating radar and heat goggles.maybe im jsut used to vanilla too much


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