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Old 01-09-09, 09:21 AM   #35
AVGWarhawk
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Join Date: Jun 2005
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Quote:
Originally Posted by jazzabilly
Personally, I'm unloading RFB because I don't buy the realism claim. I personally don't believe that many merchantmen took 5 hits (and detonations) from torpedoes and remain afloat.

I personally know several veterans of the merchant marine, and next Remembrance Day (if they're still around) I will ask them how many ships they knew of could take 4 torpedoes and stay afloat. Not trying to be a pill, but it just doesn't add up.

I find that the contact fuses work roughly 10% of the time, the magnetics about 80%. On the last patrol I was forced to use 4 torpedoes on one (large old/split merch) and the large modern I tried to sink took 5 hits and detonations and stayed afloat.

I don't play games to be frustrated. I give up! Sorry, RFB cats. I really love most parts of it, but I find the damage model a bit of a stretch.

Yeah, the new patch does wonders. A couple of torps well placed does the trick. As far as the contact fuses.......that is a strange % you have. I sent out four the other night. 2 duds and 2 good hits. 50%. At the beginning of the war, the mark 14 contact was not dependable either but more dependable obviously later on. I have sunk the super tankers with two torps. Have you installed the new patch?
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