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Old 10-09-07, 05:08 PM   #12
Rockin Robbins
Navy Seal
 
Join Date: Mar 2007
Location: DeLand, FL
Posts: 8,900
Downloads: 135
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Default @#$@#! Now I'm disagreeing with leovampire!

Quote:
Originally Posted by leovampire
works better at times is because now water is flowing down into the bowles of the ships instead of having to flood their way up first. A torpedo has a better effect in diasabling a ship faster if set to a more shallow setting. If you want to split a ship in half a deeper setting near the base of the keel is better.

So a torpedo set just bellow the water line will in most cases bring a ship to it's knee's a lot faster than one set deep especialy with using Natural Sinking Mechanics as a Mod. They take on water much faster with using that method.
I'm afraid I've had a quantum leap in torpedo effectiveness not by setting to a generic 11' as SnowCajun suggests, but actually looking up the draft of the vessel and targeting 5' above the keel. This is often 15' or 20'. I'm getting contact hits. It's not my intention to play with the magnetic exploder. I'm sinking many merchants now with a single torpedo hit, when before I would hit with 2 and then sometimes require a third to finish the victim off later. I'm using Trigger Maru 1.63, ROW latest version and Natural Sinking Mechanics latest version.

I could make all kinds of logical arguments like the deeper the hole the greater the pressure, but this is a game that does not behave logically in all events. It's probably best to say it just works that way and skip any possible rationalization. After all, it's just a weirdly configured collection of ones and zeros.
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