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How do you sink a midget sub?
I found a midget sub docked at Guam. I hit it with a torpedo and it took off running. I chased to sucker down a hit it with 3 more torpedos and it still would not sink. It submerged a few times and I even rammed it underwater. It would still not sink.
It was fun having an underwater fight but I had to withdraw because I run out of torps. Any suggestions how to kill a midget sub? |
They appear to be invincible... Did you try the deck gun on it?... :lol:
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Minnesota' vikings', 50 yards, and a 4" gun does the trick!
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I said I was near Guam. I would have been blasted if I had surfaced. So no, I did not use the Deck Gun.
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Only place I ever saw midget subs was docked in harbors, I gave up trying to sink them long ago;
https://youtu.be/r1TpszIlmXk The type is NS_Ko_Hyoteki in the files, according to the ZON file for that sub it has an armor rating of 10, 100 hit points, so there's no logical reason I can find why it can't be destroyed. Possibly it's a lack of mass data or something, hit it with a torpedo and it imitates a ping pong ball. |
That's pretty good catching that like that Sniper297... :up: Were you the one that had it hop out of the water and doing a triple back flip with an axel jump?...
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Yeah, the rocket launcher effect is probably due to "Bang for your Buck". I'm using one of my mods;
http://www.subsim.com/radioroom/down...o=file&id=4380 with the 125/125 option. So that was a Mark XIV with 25% more bang and damage radius, which will sink any destroyer with a single hit. Guess I should try the 135/175, see if that reaches orbital velocity. :woot: Easiest way to test this is what I did, in a different SH4 folder (I have several test copies) use the mission editor and plant a midget sub at anchor near the career start location. Blast away with every weapon you got, only way to sink it is to send over a boarding party, pry the hatch open and drop in a grenade, then climb in and open the ballast tank vents to scuttle the little beast. It MIGHT be fixable if anyone wants to bother, I just ignore them since I've never seen one underway. |
Well, they are being worked on in FotRSU and Climb Mount Niitaka, so keep a sharp eye out for the little beasts to breach when they shoot their torps! :o
Probably won't be too accurate if you're moving, but if you sit still, look out. |
I actually think this extends to all AI submarines. Ran a quick series of tests of my own.
Round 1 was Permit SSN vs Midget sub, results as expected the Midget turned into a rocket and even exceeded it's own crush depth in the process. Round 2: Permit SSN vs Permit SSN. Visual damage on the hull but no sign of sinking after several torpedoes. Round 3: Permit SSN vs Gato. Same as above. Round 4: Tambor vs Gato. Fired more torpedoes and even used the deck gun, all to no effect |
Problem...Solved! The cmdr_AIHumanSub controller in the sim file is what makes AI subs invulnerable. Changing it to cmdr_AIShip allows them to be killed. Still didn't physically sink the Midget sub though, remained floating as a dead platform.
Edit: You can add both controllers and it works. I added the AIShip before the AIHumanSub and it worked, still doesn't sink though...:hmmm: |
Still won't sink? Zon file?
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Nah, 15 armor and 100 hit points you should be able to sink it with a few rounds of 40mm AP. What I'm wondering is the "human" part of it, if it just said cmdr_AISub instead of cmdr_AIHumanSub would that make it act more like a normal target?
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I carried one back to base once....picked it up and finally got it stuck right between the con tower and deck gun
I know...just because I could |
Looking at them in the museum it seems like they are supposed to act like aircraft or something. Every stat is the same as an aircaft except the midget subs have a slower speed. It seems like they aren't supposed to be torpedoed
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In stock and several other mods, they are unsinkable, as illustrated in Sniper297's video above.
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