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Naval question?
Mates;
Do you Navy Gobs know; :know: If a ship is broad sided by 2 torps, is it normal for the ship to continue at it's current speed without losing speed? If not, is there a way to mod speed depending on the amount of damage? :salute: JP |
This would depend on it's size I assume and where the torpedoes hit.
If it is hit at it's rudder/screw section it definitely should come to a halt or at least be vastly reduced in it's maneuverability. If it is a larger ship that can sustain some damage and is hit on the side it might as well sail on for a while. But the flooding would take it's toll too after a while. Again, this depends also on the ship's size. Then again, it might also be a constructional issue. A ship that is able to close some doors leading to the flooding area would prevent further flooding and might get away while one that has larger compartments without seperating doors in between would be slowed down or might even capsize. And if the whole that is caused by the detonation of the torpedo lies halfway above the surface is also not as bad as if it's full amount is under water and water can get in at maximum amount. Only some of the relevant issues, I'm sure others here can tell you even some more :03: |
aren't those modded in RFB ?
keltos |
Sinkings rely almost solely on flooding in RFB, right.
A game that simulated that aspect in good detail was the 'great naval battles' series. ;) |
As ichso said, it depends on the ship. Second World War heavy warships had torpedo belts, special protrusions designed to absorb torpedo hits without causing damage to the actual hull.
This of course would not affect merchants at all. A torpedo hit that missed the boilers or engines would not necessarily slow down, but the ship would be forced to slow as it settled in the water (more drag) or started to list (changing the effective shape of the ship). There are many variables, but the first ones would be how much damage was actually caused and how much damage there was in relation to the ship's size and power. |
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