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-   -   Realistic Sinking mechanics? (https://www.subsim.com/radioroom/showthread.php?t=150847)

Wolfling04 04-20-09 03:13 AM

Realistic Sinking mechanics?
 
I read in a post a while ago that there was a team working on another realistic sinking mechanics mod to replace NSM?

I was just wondering if this is true

Thanks a bunch

Mav87th 04-20-09 04:40 AM

A small contradiction that i have to post after having stuffed 8 torpedoes into Nagara Maru without seeing it sinking - it just lies still realy low in the water.

This is the story of USS Whale's sinking of Nagara Maru's sistership Naruto Maru. Had to use that as Nagara was sunk by aircrafts and not torpedoed.

"
On 7 August 1943, Whale covered the Tokyo-Truk lane east of the Boning. The following day, Whale's periscope watch sighted a large aircraft ferry and her escort. When everything was set to fire a spread of straight bow shots, the forward gyro regulator failed, and it was necessary to shift to manual operation of the gyro regulator. After one torpedo hit, 7,149-ton Naruto Maru stopped dead in her tracks, listed to starboard and started going down slowly by the stern. Whale fired another torpedo which hit amidships and prodded the ship into sinking faster. The submarine escaped aircraft bombs and set course for the Tokyo-Truk route."

Wolfling04 04-23-09 12:40 AM

I have experienced some unsinkable ships...my theory is "if it isnt a BB and not a carrier and it takes more then 6, its a waste"

I was just wondering if there was a WIP of a realistic sinking mechanics mod to replace/renew NSM

Rockin Robbins 04-23-09 04:39 AM

Well, the stock game has the problem of no ship sinking in less than about 10 minutes. Most sink in under a minute--clearly Hollywood.

In real life there were many ships that didn't sink. There was a wide variety of possibilities when you torpedoed a victim and no "standard" can really be established. All that can be done is to reason out the sinking process and then try to replicate it within the often baffling framework of the SH4 game engine. I think the RFB wizards have done a great job, especially since they have to wrestle with the side effects of environmental mods.

If you are frustrated with the game, a little reading through WWII cruise reports would establish that reality wouldn't have worn well on you at all. Especially difficult to sink were tankers. Many of them just sucked up as many torpedoes as were offered and cruised on unhindered. The tanker problem drove Admiral Christie batty.

keltos01 04-23-09 03:10 PM

Quote:

Originally Posted by Rockin Robbins (Post 1089117)
Well, the stock game has the problem of no ship sinking in less than about 10 minutes. Most sink in under a minute--clearly Hollywood.

In real life there were many ships that didn't sink. There was a wide variety of possibilities when you torpedoed a victim and no "standard" can really be established. All that can be done is to reason out the sinking process and then try to replicate it within the often baffling framework of the SH4 game engine. I think the RFB wizards have done a great job, especially since they have to wrestle with the side effects of environmental mods.

If you are frustrated with the game, a little reading through WWII cruise reports would establish that reality wouldn't have worn well on you at all. Especially difficult to sink were tankers. Many of them just sucked up as many torpedoes as were offered and cruised on unhindered. The tanker problem drove Admiral Christie batty.

didn't they blow up ?

keltos

Webster 04-23-09 09:22 PM

Quote:

Originally Posted by keltos01 (Post 1089491)
didn't they blow up ?

keltos

no but they could catch on fire, what mostly happened was just a hole opened up but its tanks were usually sealed up so it wouldnt drain out and since the ship was already flooded with oil, it wouldnt sink and since oil floats so only what was below the hole leaked out and was replaced by seawater.

when the ships got to port they blocked the hole and pumped out the oil so not a very big oil loss effect except the ship did need repairs to seal the hull again. the catch22 was how to flood a ship thats already flooded with oil lol.

Wolfling04 04-24-09 12:44 AM

Quote:

Originally Posted by Rockin Robbins (Post 1089117)
Especially difficult to sink were tankers. Many of them just sucked up as many torpedoes as were offered and cruised on unhindered. The tanker problem drove Admiral Christie batty.

I totally agree tankers were very difficult to sink. I just find that even using TMO1.7 w/ NSM3.1 ships tend to sink to fast, on average their sinking within 5-6 min.

Maybe I'm just putting too many fish into them? :DL

Either way I was just wondering if there still work being done on the new mod.
Heres the link to the post about mention of the new mod.
Thanks again Captains.

http://www.subsim.com/radioroom/show...120269&page=45

Schroeder 04-24-09 05:17 AM

I thought TMO and NSM couldn't be used together.:o

mheil 04-24-09 06:47 AM

Didn't the IJN use merchant ships as bait? They loaded the ships with balsa wood or something else (ping pong balls?) to make the ships hard to sink. I seem to remember reading about this when I was younger...
Might be a cool idea to pair up a few hard sinking merchants with a few vetern/elite destroyers.

Wolfling04 04-24-09 01:57 PM

TMO has NSM 3.1 incorporated in it. NSM4 **shouldnt** be used with TMO


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