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-   -   ATTACK PHILIPPINES 1941 (https://www.subsim.com/radioroom/showthread.php?t=221388)

jorgegonzalito 08-07-15 01:53 AM

ATTACK PHILIPPINES 1941
 
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Webster 08-07-15 07:45 AM

if you were thinking the game wasn't letting you sink it because it was not your mission objective then no, the game doesn't work that way, anything you find, you can sink.

that said, the yamato class battleship (which I assume is what it was) can take as many as 10 or more torpedos to sink. also if torpedos are spaced with time between hits (several minutes or more of game time) then they need more torpedos to sink the ship (I assume to simulate damage control teams repairing damage on the ship) so these things are likely what you had going against you.

when you see fires break out the ship is close to sinking and it only needs one or two more torpedos to sink it at that point so you were very close to sinking her.

Raptor_Pilot 08-07-15 08:03 AM

You actually ran into the Jap Invasion fleet?
Lucky.
I've started 4 patrols with Asiatic Fleet and not seen them once.

Crannogman 08-07-15 11:10 AM

Historically, you should not be finding anything bigger than a Kongo in that area, which can usually be sunk by 4 fish. However, I suspect that you are playing a single mission, and not the career, and definitely not RSRDC

jorgegonzalito 08-07-15 12:48 PM

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Webster 08-07-15 01:12 PM

Quote:

Originally Posted by jorgegonzalito (Post 2334596)
I have not yet begun naval career and I am testing individual missions, which apparently are guaranteed action. My story concerns a mission entitled "Attack on Philippines 1941", whose action starts on the evening of December 8, 1941. My submarine was ordered to leave the port of Manila and the Philippines border to northern Luzon, where They took place the first Japanese landings, and produce all the damage possible. At the same time we left, amid a strong enemy air attack, occurred several Allied war vessels of different types and sizes that supposedly integrate the Asian fleet. Shortly after dawn combat these boats were held with Japanese task force that had entered Manila Bay. This force was followed by another equally composed of warships and aircraft carriers but troop transports, so it was not an invasion fleet but of harassment with the possible aim of deepening the aerial and naval bombardment of Manila. The fighting was fierce, so our submerged submarine had every chance to sneak Manila Bay undetected and out to sea. I would reach my goal more than 30 hours surfing surface speed standard, which would have been unlikely given the air superiority, and the large presence of Japan naval units, so to finally get the invasion would already be very advanced and my intervention would have no weight. Having before my various periscope and appetizing targets in Manila Bay, decided to join the attack which was the aircraft carrier Hiryu balance and a merchant ship sunk. The battleship attacked with 7 torpedoes and "unsinkable" proved to be the Kongo type. Clarify that regulate torpedoes to 3 meters deep and contact, and not yet started testing with magnetic fuze deeper. What I found striking was that I could not move the speed selector of torpedoes, from slow to fast, I do not know why.

well the kongo should be sinkable with only 3-4 torpedos but if they were spaced out with enough time between hits, I supposed it could take 6-7. it does make a HUGE difference when torpedos hit at about the same time vs spread out over several minutes.

there are however certain spots on all ships that do little or no damage to it. these are the large bulkheads between sections where any damage from torpedos can be very limited and the very front tip of the bow on all ships have no damage zones to record damage so they are in effect indestructible bows.

as to the speed setting, it depends on the type of torpedo it is, not all torpedos have speed settings so it may be the torpedo had only one setting

jorgegonzalito 08-07-15 07:03 PM

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Webster 08-08-15 09:28 AM

well its very hard to understand your questions because the word translator doesn't always put words in the correct order


but near as I can tell, the things you are asking about, some are fixed in the v1.5 patch and some can be addressed with mods, but the mods to fix these things would only work on the v1.5 game.

because of not having very many mods for the v1.4 game, it is very limited what you can do with the v1.4 game

jorgegonzalito 08-08-15 10:49 AM

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Webster 08-08-15 11:23 AM

Quote:

Originally Posted by jorgegonzalito (Post 2334846)
Webster:
As for the language it happens to me exactly the same when translating the comments of some colleagues from English to Spanish. Some words reverse the order in paragraphs and this is sometimes difficult to understand. I apologize for the inconvenience that may cause my Google translations, which are then reviewed before publishing with my modest knowledge of English language. I always wanted to study English, but a new language if not practiced consistently and forget the environment in which I develop in Argentina, very few people use it. Returning to SH4 your answer is that of many of his colleagues, all they tell me to install version 1.5, but not so easy for me to get in my country. I'll try to open a Paypal account to access the options via the Internet. Thanks for your interest.

yes, no need for apology, I just wanted to remind you we don't always understand what you are asking about

you wont regret getting v1.5 it makes the game work much better and its not as slow to load things. plus it opens up a HUGE amount of mods to you to customize the game just the way you like it.

Rockin Robbins 08-08-15 01:30 PM

I think it's amazing that he successfully translates some pretty advanced conceptualizations and mostly communicates very well. It's not like he's doing what would come natural, to simplify to the point of not being able to say what he wants to say. We miss a little but I'd say on the whole it's a smashing success!:up:

jorgegonzalito 08-08-15 06:22 PM

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