Quote:
Originally Posted by Woof1701
Although it's quite possibly a game error, it doesn't really hurt in my opinion.
After all every ship is different and in reality there were hundreds of different ships around as supposed to the comparatively few types available in the game. So there were freighters that managed to limp home with several torpedo hits, and others - even large ones - that sank with the first hit in seconds. The same was true for warships. Take HMS Ark Royal for example. It took only one torpedo to sink her. Although she didn't sink instantly the flooding was out of control and she capsized. Whereas HMS Eagle took four torpedoes (though noone will ever know if she had sunk with less hits).
Even though it is frustrating to pump eel after eel into a merchant that won't sink, I think that's simply the kind of frustration a uboat commander has to indure. After all the world simply isn't perfect, and when the magnetic pistol on the torpedoes doesn't malfunction or the uboat isn't sabotaged in port, maybe there's simply a T3 around that's built to be unsinkable 
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Yeah, I see what you mean. I played this same scenario again and managed to get two T2's in the convoy again (even though the escorts changed this time around).
In any event the same scenario happened this time again. The first goes down in seconds and the second gets one prop blown off and stops (otherwise looks undamaged). The trailing escort missed me this time and didn't come after me while I was sitting in the middle of the convoy so I had more time to experiment. This time my third shot was not aimed for the vulnerable area in the back (where two previous fish had just hit). This time I put one in the bow and she did sink. Perhaps I was trying to do too much damage to the stern, and not enough to the bow which was keeping her buoyancy tipped slightly positive.
I think from now on my initial attack will aim for the vulnerable areas, and afterwards I'll spread the damage around if necessary.