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You know that coul dbe whats happening, not to mention I dont always get a chance to see the impacts, I go off what my sonar guys tells me...hanging around for the fireworks can get you killed. Ive notice the sonar guys doesnt say torpedo impact unless it actually hits, pre-detonations do not deliver a response. So I know for sure I had 5 hits, maybe 6...but its possible several of them where those mis-leading dud/low yield explosions. Man I hope somebody fixes that...Im beginnig to become more and more disenchanted by so many of the missing details. I was really hoping teh Devs would nail this release. It sucks to know your doing it right, but not having the tools available or the proper detail available to get results. |
If you use Dud unchecked, the remaining posibility is a fail of contact by bad angle, or range.
The torps do not explodes, and fall to the bottom of the sea, where they explode, you can hear the explosion noise. Happen to me many times. :hmm: |
just a thought, but could the reason why some hits result in visible damage and some do not, be due to the fact that in some cases the damage graphic exists and in some cases it does'nt? It might be worth checking out.
I have noticed other areas were animations are missing, for example, when you look at your sonarman calling out bearings, certain figures will look at you and say the bearing, others will remain hunched over their instruments and you just hear the voice. |
I had this happen to me. Was slamming my last three torps into a tanker, she listed and stopped, half her decks awash, but no sinker. I saved the game for a drastic measure, i rammed the ****head. Well..... it's no hard guess, I went down permanently, tanker still afloat. So i reload from where i saved, guess what, she sank right in front of my eyes. Go figure
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Lol, Us Hardkor Realizm Nazis should have pointed out by now that Clay Blair does actually discuss this exact issue (the tanker thing,) in 'Silent Victory':
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I think the tankers could probably do with being tweaked a little bit but not by much. Personally I think the most it has taken me to sink a tanker is 4 or so. I also wonder if people are looking at visual damage and thinking it to be a reliable indicator. I've always suspected it is nothing more than eye candy myself. If the holes on the outside of my Gato are anything to go by I should have been destroyed pretty much outright. In real life subs that got damage like that didn't tend to make it out |
"This tanker can't sink!"
"She is made of iron, sir. I assure you she can." I don't care what she's carrying or how she's designed. The "unsinkable" Titanic went down because of a relatively tiny scratch that just happened to cross through five compartments. Ships don't float because they're full of air; they float because they displace water. That's why they refer to ship tonnage as "displacement". Now, a tanker might have a lot of displacement going for it, and require a lot of holes blown in it, but remember the original post: that sucker was UNDERWATER. It's not "displacing" anything at that point; it's a submarine with a smokestack for a snorkel. |
I posted earlier on this thread and danged if I didn't run into a weird chain of events for illustrating the puzzlement.
I was heading to a new patrol area when I checked out a small convoy blip. Looked it over and there was a mouthwatering sight...two Large Modern Tankers in line with a medium freighter tagging along. Worked it out for a nice ~90 degree shot from 700 yards and started firing, the first 4 torps all set at 15 depth, influence exploders, high speed with a lead of 5 for the 7 knots they were making. The first two go straight into the middle of the lead tanker and the second one keeps right on straight ahead....first time I've seen one fail to make a turn. Anyway I wait and hit the second tanker with identical shots and it blew up immediately. I mean the water barely finished falling whenthe Enemy Destroyed notation came up. I figured I'd chase down the freighter after I finsihed off the first tanker so I went looking and found him steaming along at 4 knots but listing like crazy. I couldn't finish him with guns because the sea was too rough so I waited for an hour and followed hoping to save torps. Didn't happen after 2 hours so I finally put another torp into him from astern. It slowed him down to 1 knot. That was three so I figured the fire on his deck would spread and he'd go down. I kept figuring the same way after four more torps, 2 into each side from 90 degrees to his keel in his middle until he finally wen down. Same basic hits on the same basic ships with completely different results. So after a few beers and a great deal of thought, I've decided that the programmers sell torps based on commission and HAD to make sure they kept their sales climbing. |
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The problem are another ships filled or leaded-up with i do not know what... The remaining option is freight, but in a test mission, a big cargo or tanker as no problem to be destroyed when filled with freight. They seems to be empty, they are not filled with ammo or fuel, i know that for the FX effects. Plus in some missions, not often, i seen a strange behaviour, some cargo and tankers overfilled, with too much cargo, because they sails with the waterlina at the deck level. They sails in similar condition as the screen sho above. :hmm::hmm::hmm: Look these screen shots.... they have no damage of any kind, it is their normal sail condition, this happened into SH III too if not remember bad. http://img524.imageshack.us/img524/5...9703rz3.th.jpg http://img157.imageshack.us/img157/2...0125lt0.th.jpg |
http://i117.photobucket.com/albums/o...-2007_16-1.jpg
and check out that small split out in front....its rocking back and forth like that but the seas are calm and it wasnt hit by anything. there two others doing that in the convoy too...their props were not fully in the water even they were so high out |
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Anyway, I must say it seems a bit ironic to be complaining about the unrealism of tankers requiring ten torpedoes when you're playing the game with duds turned off. I mean do you want realism or not? :lol: Look, if you want realism, play realistically then you can complain about features being unrealistic. But if you want it to be merely a game, play it as such and be happy that it's challenging. As for me, I'm a realism junkie and I've seen nothing in the game that suggests that either torpedo effectiveness is too low or that ship damage models are unrealistically tough. If anything these things are some of the best modelled features in the game - if they weren't I'd be modding them right now. |
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