![]() |
Quote:
I had the same this morning. I think maybe its registering shots in the middle of the ship as flooding large compartments. Mine sank almost straight down very fast. I'd say 2-4 minutes. |
Quote:
Yeah, T3. The holds were breeched by two torps and she was done for. :D |
Quote:
One beneeth the funnel for the fuel compartements and one in the middle to finish it. |
Webster's torpedo mod ver. 2 is as effective as ver. 1 in sinking merchants. I did not notice much difference in amount of torps needed to sink ships or their sinking time. However with ver. 3 you can sink every merchant with not more than two torps but unfortunately in this version Japan battleships can be sunk with two torps which is very unrealistic.
Well, in sum I have chosen ver. 2 as a very well balanced solution for RFB. |
Quote:
Is it this one we're speaking about.. Webster's torpedo mod.. cheers |
i sank a pair of large modern tankers (the ones that have a speed of 19 knots)
and it took all but one of my 6 tubes...that mother was the HARDEST thing i ever had to sink (other than that troop transport, someone should suggest the japanese to use STEEL crates:hmm: ) |
Quote:
|
just hit me that i have not yet seen an aircraft in RFB 1.52. not even after spending a 2 week grid patrol off tokyo bay and bungo straits, are they really that rare?
sinkings: how is the running away fix coming along? cheers |
Quote:
|
Quote:
|
i'm in spring 1943 with SD radar always on, no contacts in the 4 patrols to date
airraids are in SH3 too, i was recently sailing out of Bergen (also in 1943) in my DiD story career when a flight of lancasters spoilt the party, complete hell. never mind shooting back, just run for your life! |
Quote:
Naaaaah :rotfl: |
Current patrol: April/44 off Formosa. Had at least two encounters with AC. Didn't stick around to fight. Hit the deep in a hurry:yep:
|
Quote:
In the worst cenario , you can always load your save again AND have another great experience :up: |
I've had the same lack of air contacts to date, bosje. (Early Nov 42 for me) I've got the improved SDworking , but only plane I spotted was near Hong Kong on last patrol before my Porpoise class got rebased from Perth to Midway.
BTW, I wasn't trying knock down your previous post. I agree that those large splits are harder to sink than first assumed. Given my usual bad luck, I've just assumed that somehow the randomizing functions with torp damage are working against me. :D My latest victim I spied at long range and ID'd as another LOS. Given teh excellent visibility and my initial quick plotting, I figured I'd try to track him all the way in on sonar and then give him four tubes using the O'Kane method, so as to avoid my scope being spotted any earlier than necessary. Turns out he was just a little guy, but I gave him four tubes from my new Gato anyway. Poor guy erupted like Vesuvius, and two bow squared off the front of the ship nicely. No life boats spotted. |
Quote:
|
Quote:
And let me just come out here and say this: NO, WEBSTER'S torpedo power mod is NOT compatible with RFB. You are only screwing up the damage model that we have worked very, very hard on these past months. If a bug arises with a particular ship or feature (like it has been), then by all means, let us know. Just complaining, however, that this ship damage mod sucks and repeats the old errors of other mods does nothing to help improve the mod. |
Problem is that RFB Natural Sinking Model seems to be bit ahistorical. Ships did often sink because of loss of balance, not flooding per se (IMHO). That is well-documented as is number of exploding torpedo hits to achieve sinking.
Now, hits to same compartment do not help at all, while in reality, they'd cause critical results quite often, up to breaking ship in two. Something like http://www.combinedfleet.com/shoksinknotes.htm It often takes me 6 exploding hits to sing large freighter...which is way above historical numbers. I try to be constructive, instead of griping, tho. There obviously was large amount of work that went towards this mod and generally I have been very happy with it. |
ok, I guess the tanker sinkings mentioned above are 'critical hits' then?
I've seen ships settle down and sink neatly in anywhere from 30 minutes to +/- 3 hours but I've never seen something go down within minutes, even if secondary explosions resulted from the torpedo impact Anything which did not go down was seen to settle with a certain list and speed, keeping that up for hours and hours until I went in to finish them off (28 hours being the longest I shadowed a ship for so far) I'll go and do a clean multi-installation with a 1 torpedo-1 ship captain and I'll try to come up with documented results. So far I've done my sinkings by spreading 3 torpedoes, most patrol reports I read so far seem to talk about spreads of 3, with 1 or 2 fish striking home and resulting sinking noises. reposted questions: -What is the news on the running away patch? -And I noticed something about clipping distance in the new patch, does that mean we get everything rendered in the binoc view again? I'd love that |
Quote:
Just trying to say the majority of ships sunk would have been caused by the loss of neutral buoyancy due to the intake of water. Also worth pointing out that in this case the bow going down first may have cause the Shokaku to driver herself into the water if she was accelerating to evade. |
All times are GMT -5. The time now is 05:46 AM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.