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Old 12-13-06, 03:16 PM   #2
melnibonian
Ocean Warrior
 
Join Date: Jul 2006
Location: Reading UK
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Quote:
Originally Posted by Phobus
I ended my first patrol with GW on Monday night, rammed! The point I want to raise is about saving the game. I had, earlier in the patrol, chased a small target (c1000T) and eventually hit it with a torp which set it on fire. I waited for about 3 1/2 hrs(game time ) for it to sink, it didn't so I reluctantly fired another torp. Still it wouldn't go down. As it was getting very late I saved the game 'till yesterday. When I got back in I got a quick glimpse of the target then it vanished. I did not get credit for it's sinking. Why not?
If you save close to a target and you haven't seen the 'She's going down' message you will not get the credit for the kill. It's a stock bug. The ships do spown randomly I think that's why you will not get the credit.

Quote:
My next patrol is in progress and my question here is should it take 4 torps to sink a 2000t ship? Or in this case not sink a 2000t ship. I first hit it with a pair but it just caught fire, that was at 0634hrs. I waited til about 0830 then hit it again still nothing. It is now dead in the water and it's past 1100hrs as I fire yet another torp (4). Still nothing. As I don't want to waste any more torps, I missed with a fifth, Range 350yds; brg 000; AoB 91; speed 0kts) I have at 1245hrs left it burning. That was last night, I'm wondering if it will be there when I log in tonight.

Thoughts please?

Does 4 torps for a 2000t ship seem excessive? I seem to remember one German ace quoted as "saying one ship one fish!"
Yes it is a common issue in GW with respect to small merchants and tramp steamers. GW is using the NYGM Damage model that sinks ships by flooding or by hits in critical areas. In any case though you are correct anything more than a torpedo for a small merchant is too much. Thankfully in GWX this issue is resolved and ship sinking is much more realistic and fun
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