After some tests with RFB+Webster's torpedo mod ver. 1 (+25% more powerful torps) using attached test mission I must report that if we divide merchants for three tonnage classes situation looks as follows:
- ships with tonnage under 2500 tons sink after one torpedo hit in the middle of hull
- ships with tonnage between 2500 and 5000 tons should sink after two hits
- ships in 5000-10000 tons range sinks after three hits
Of course all hits are scored in equal torpedoes spread angle. Additionally I must notice that all merchants aside of one sunk in quite short time period i.e. 30-60 minutes. Yet general rule is: the larger ship, the longer sinking time! I also tried to sink surface combatants and they sink exactly as noted in Webster's mode readme file what is obvious because warships still possess stock sinking mechanics. That is why I do not recommend you to use versions 2 (+35% more torpedo power) and 3 (+50% accordingly) of this torpedo mod because I guess many people will be unsatisfied with too low torpedo hits needed to sink warships. However it is possible that more powerful torpedoes can reduce amount of hits necessary to sink merchants. We simply have to wait for future RFB version with all naval platforms "equipped" with NYGM sinking mod.
***EDIT***
WTF??? I told you earlier that something is screwed up with U-boats detection in RFB! I wanted to play German test mission and all US warships started to shot at my U-boat being at periscope depth. There is no way to play because my sub started to get hits immediately! I guess US warships visual sensors are too good or so...try yourselves!
Last edited by Gorshkov; 11-15-08 at 05:45 PM.
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