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-   -   Realistic sinking times, how long can they be? (https://www.subsim.com/radioroom/showthread.php?t=136256)

GoDeep 05-04-08 08:43 AM

Realistic sinking times, how long can they be?
 
I have a question about the realistic sinking times, in combination with GWX 2.1.
Twice now in my current career I have had to leave a ship still floating after hitting it with a single, last torpedo. I'm in a Type II, so I try to do the "one eel, one kill" thing, but it's not always possible and I realize that.
However, yesterday I came across a small 2000 ton merchant which I thought would be a good target for my final torpedo. The torpedo stuck just aft of the smokestack, which stopped the ship dead in the water. I watched as she got lower and lower in the water...and that was it. With her deck just above the level of the water, she just sat there. I knew that the sinking could take some time, and I also know that historically, some ships survived for more than 24 hours after being struck be a torpedo.

Because I wouldn't get the credit for the kill if I just sailed off, I waited nearby to see if she would go down. I waited there for over 8 hours, before being chased off by a task force of several destroyers. They forced me to run deep and silent. I never got the "She's going down" message, so I didn't get the credit for the kill.

This is not criticism but I am just wondering if a 2000 ton vessel could last that long after a torpedo impact in rough seas (wind speed was 6 or 7). The torpedo hit deep below the waterline, so I am imagining that flooding was pretty serious. I can understand a big ship being able to take quite a pounding, but such a little one?
I know that this sort of thing must have happened to the real kaleuns back then and it is very frustrating from having to leave your wounded prey like that. Just decided I would ask, because this is the second time in two patrols that I had to leave a ship dead in the water, without her sinking... :damn:

coinbird 05-04-08 08:52 AM

for whatever reason those little guys are really durable i find.

Brag 05-04-08 09:09 AM

Sometimes ships carry bouyant cargo, like cork, ping pong balls. It can take as long as 24 hours for a ship to sink.

Tango589 05-04-08 10:22 AM

Quote:

Sometimes ships carry bouyant cargo, like cork, ping pong balls.
English merchants often import American ping-pong balls to give to the simple-minded Tommy something to keep him occupied when the mighty German army decides to stop shooting at them for a while.

Jimbuna 05-04-08 10:36 AM

The variables around sinking times when viewed in conjunction with weather conditions, structural and area of damage, mean you can break a ships back and see the immediate effect or put a hole in the hull and wait the effects of flooding amongst others.

Pretty close to what it was probably like in RL IMHO and one of the strengths of GWX http://www.psionguild.org/forums/ima...ies/pirate.gif

richardphat 05-04-08 01:38 PM

I've never tried GWX but maybe captain of that ship order his crew to close "portes blindes" (sorry it is in french and i dont know how to explain ) so water wont get in other "compartiment". Maybe because it is not heavier compared to other ship thats why it would take more time to sink than you had imagine...........
(This is just a opinion)

GoldenRivet 05-04-08 01:51 PM

i know of a tanker off the US East coast that listed and was stationary while burning for something like 3 to 5 days before finally sinking.

i think the longest i ever waited for a ship to sink in GWX was about 24 - 30 hours

flag4 05-04-08 02:46 PM

im reading about the very thing at this moment here

http://www.amazon.co.uk/Convoy-Merch...9929602&sr=1-1

a wonderful book i posted up not long ago.

apparently sinking times depend on many factors as has been outlined above. cargo; if its fuel or ammo it maybe a matter of seconds, if its wood it may float for days and make it back to port with damaged engines, heavily listing taking on water and burning to !!
weather is another strong factor.
if its in ballast it can bob along with a hole in its side with not too much a problem.
so anything from minutes to days. some ships have been abandoned for days and crews have returned to try and save her.
one report says a crew member wanted to go back and get his winnings from a card game even though the ship was ladened with steel and russian bullion in its holds; he was prevented by his captain !!
there are many references and descriptions here in this wonderful book - especially the grim PQ17 convoy.

reading a book like this makes those 'virtual merchants' take on a whole look as i stalk and sink them.
if you want to know about life above the waves in all its conditions regarding the merchants, here it is...

GoldenRivet 05-04-08 03:07 PM

i think a large part of the problem too is some folks are used to stock and they want to just sail around plopping torpedoes into everything and sinking all with one shot and having them sink with massive explosions and split in half nearly every time... these types download GWX to make the game "look" better without considering that GWX is not a graphics mod... its a REALISM MOD... desptie the fact that it has good graphics.

fact remains that a ship sinks based upon either the size of the hole or the number of holes you poke in it.

i think it is fairly realistic to have a ship sink within about 3 hours in game tops... sometimes longer... but an average maximum of 20 - 30 minutes in game.

GoDeep 05-04-08 05:09 PM

Quote:

Originally Posted by GoldenRivet
i think a large part of the problem too is some folks are used to stock and they want to just sail around plopping torpedoes into everything and sinking all with one shot and having them sink with massive explosions and split in half nearly every time...

I'm not one of those folks. I don't feel that everything I hit has to go down neatly, with lots of pyrotechnical extravaganza in a matter of minutes. If I were, I wouldn't be downloading mods like GWX or even playing a U-Boat simulation. I'd probably be playing something with instant gratification like a FPS or a combat flight sim (not that they aren't complex, but the action is a lot faster).
Instead, I am playing a U-Boat simulation and I have added GWX because I want more realism. As long as I can remember, I have been fascinated by the war in the Atlantic and in particular the U-Boat as a weapon of war. There's something so sinister about a submarine lurking in the depths, stalking its victim... I find that very fascinating. :ping:

I was simply wondering if it was very realistic for a small ship to be able to survive a torpedo impact so well, because torpedos are powerful weapons and merchants weren't and aren't designed to take that kind of firepower. On the other hand, I have been reading the responses above and I think there's lots of solid reasons (except perhaps the ping-pong balls...:hmm:) offered why this might happen, despite it being frustrating. I'm sure in real life the crews on board the U-Boats were very frustrated a lot of the time, due to bad weather, poor visibility, dud torpedos, etc. So I am fine with ships not sinking even if I hit them. I'm also playing with duds because the real crews had duds. Just wondering about the realism, that's all.

Something which has occured to me, is that a small ship might actually be able to withstand a torpedo impact better, if you don't hit it in a critcal area or don't cause critical damage. Maybe the much bigger ships, because of their bulk and mass, tend to suffer more by flooding, because it adds stress to their structure, which has already been weakened by the blast, especially in rough seas. A smaller ship has less mass, so can cope with this added stress better. Does that make sense?

And of course I realize that the crew of any vessel you hit, will do their utmost to stay afloat.

Thanks everyone for their insight, appreciate it. :up:

onelifecrisis 05-04-08 05:35 PM

Recently in GWX 2.1 I split a Passenger/Cargo in half with the deck gun and, although I got the credit immediately, neither half sank! I would have thought that even with the most buoyant cargo a ship split in half ought to sink fairly quickly. :hmm:

GoDeep 05-04-08 05:58 PM

Quote:

Originally Posted by onelifecrisis
Recently in GWX 2.1 I split a Passenger/Cargo in half with the deck gun and, although I got the credit immediately, neither half sank! I would have thought that even with the most buoyant cargo a ship split in half ought to sink fairly quickly. :hmm:

You split a Passenger/Cargo in half with the deck gun? :o
I knew the Germans were researching some spectacular weapons, but a deck gun on a U-Boat that was actually a Type 1 Phaser...? :hmm:
That would have some interesting ramifications! :yep::lol:

GoldenRivet 05-04-08 06:08 PM

Quote:

Originally Posted by GoDeep
I'm not one of those folks. I don't feel that everything I hit has to go down neatly, with lots of pyrotechnical extravaganza in a matter of minutes. If I were, I wouldn't be downloading mods like GWX or even playing a U-Boat simulation.

And i certainly didnt hope to suggest that you were:up:

But this has been the case many times in the past:nope:

rls669 05-04-08 06:08 PM

I've given up on a few ships in GWX. I waited over a day while they were dead in the water with decks awash and they never went down.

re: splitting ships in half with the deck gun . . . the manual says GWX decreases the deck gun effectiveness by about half, but I've found it's actually a lot more effective than stock, especially the 105 which is just crazy powerful. Maybe it's just my gunnery, I've always been good at hitting below the waterline and I guess the GWX damage model rewards that. I'm routinely sinking small merchants with 5 shots or less with the 105 and Empire freighters are about the same. Like I need more incentive to use up my torps on the escorts so I can surface and run amok with the gun :p

GoDeep 05-04-08 06:28 PM

Quote:

Originally Posted by GoldenRivet
And i certainly didnt hope to suggest that you were:up:

But this has been the case many times in the past:nope:

Sorry if I sounded a bit defensive.... ;)
I read my post back and I guess I did sound that way.

Of course games attract people from many walks of life and I assume there are some who hope to get some kind of arcade experience out of SHIII. They're going to get dissappointed real fast! But I guess that happens when you don't read the box and/or manual...
For people who actually love complex simulations, these types of games are excellent, though. Especially after the GWX team got busy :up:


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