Quote:
Originally Posted by Jmack
so ... there i was , returning home after sinking the 5 merchants near Narvik operations area , i had four torpedos left, but i decided to kept them for the way home , when returning home a lonely swordfish spoted me ... managed to shoot it down after a few tight turns, i thought this is a carrier based aircraft so the carrier must be around this area ... almost at the same time someone screamed smoke in the horizon ... and there it was , surrounded by destroyers and flower class corvettes and a cruiser ... dived do 100 meters , and let them pass over me , not even a ping they didnt have a clue i was there... ordered blow balast to get to periscope depth. fired four torpedos , one missed the other three reached the target , so there it was burning in the water ... no time to celebrate, went down to 190 meters , to make a long story short ... used all my decoys , but they always managed to figure where i was , co2 was well above the recomended levels and the baterie run out ... ordered to go deeper ... maybe the depth charges couldnt get there ... as soon as i passed 200 meters hull started to loose integrity . went a bit up ... and finaly they got me ... this was the end of my first campaing .
... dont they run out of depth charges ... ? any mod for this ? and what about the operational and crush depths ? is there a mod for it ?
thanks
|
Your account doesn't state how
many destroyers and corvettes were up there. Given the incomplete description, I can only assume an 8 to 10 escort Ring of Death. Out of those, how many did you aggro?
Quote:
...ordered blow balast to get to periscope depth. fired four torpedos...
|
This is what killed you. They were clueless, until you came up in one of the noisiest possible ways and took potshots at ships who move a
lot faster than a boat. Should have let them go.
Quote:
.. dont they run out of depth charges ... ? any mod for this ? and what about the operational and crush depths ? is there a mod for it ?
|
In most of the SH games, the destroyers either have more depth charges than historically attributed
or are methodical enough to drop them only when reasonably certain of a kill. In other words, it is easier and faster to lose the destroyers than wait for them to run out of "Happy Cans".

Also, You mentioned you expended your BOLD stock. WHat version of BOLD were you using? BOLD1 and BOLD2 cans do not last long enough for a getaway and end up backfiring because they attract
more destroyers.
Crush depths in SH5 are wrong because they have been tweeked to
force players to use the Navigator's (



) *ahem* "Increase Hull Crush Depth" skill. (facepalm). Here is a link to a mod that addresses this directly
http://www.subsim.com/radioroom/down...o=file&id=1775 If you are
really feeling frisky, you can simply change the NSS files directly. The stock game sets it at 200, which is too shallow, and uses a "sorting algorithm of evil" to randomize crush depth for each play session.
Erich Topp stated in an interview* that his boat, during an uncontrolled dive resulting from a depth charge induced trim disruption, dropped to 250 meters and that everything inside the pressure hull was being popped off the mounts and the woodwork was being crushed. Obviously, he and U-552 made it and returned for more. A Type VII should survive going this deep. Remaining there for any length of time should be variable.
*The interview is in the file, 200meters.mov, which is part of the interview clips that came with Silent Hunter II. They all appear to be excerpts from the longer Sharkhunters.com interviews and I cannot determine which is the
true source, thus I cannot provide a professional, Chicago-Turabian citation for the clip.