SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter III
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-29-07, 03:48 AM   #1
Alexdk
Seaman
 
Join Date: Mar 2007
Location: Helsinki, Finland
Posts: 31
Downloads: 0
Uploads: 0
Default GWX Torpedo Help

Hi, Been playing GWX or a few weeks now, and while it is a great mod, the one thing that is really bugging me is that even the smallest ships take two torps to sink. Now I have asked before an people say it takes time to sink and just hit them in their crit spots. Now I have been doing that constanty:hmm: Hitting small and coastal merchants where the fuel stores are and nothing. I have fired one torp and waited over 24 hours and the thing doesn't sink. Since I have installed GWX I have only got one crit hit and that was against the Battleship Royal Oak on the third Torp.

While I can understand this is for "realisms" sake, I have just een reading Iron Coffins, and Werner constantly states that many of the ships he destroyed went up in balls of flame or sunk within mins. Also usually after one torp.

Now I don't want to uninstall GWX cause there are so many great things about it, but I am wondering if there is a way I can manually change either torp dmg/crit chance or the hit points of ships, cause having to consitently send 2/3 torps per target is not fun, especially since I like starting in the IIB boat and working my way up it takes ages to get renown in order to get better boats etc...

P.S. Sorry if this sounds like whinning

Alex
Alexdk is offline   Reply With Quote
Old 03-29-07, 03:59 AM   #2
danlisa
Navy Seal
 
danlisa's Avatar
 
Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
Uploads: 1
Default

Are you patched up to 1.03 yet?

I know someone else who had the same thoughts.:hmm:

If you can answer the above question, I might have something for you.
__________________
danlisa is offline   Reply With Quote
Old 03-29-07, 04:02 AM   #3
Alexdk
Seaman
 
Join Date: Mar 2007
Location: Helsinki, Finland
Posts: 31
Downloads: 0
Uploads: 0
Default

Got 1.4b patch, SHIII commander. (just downloaded SHIII Gen a few hours ago)
Alexdk is offline   Reply With Quote
Old 03-29-07, 04:34 AM   #4
danlisa
Navy Seal
 
danlisa's Avatar
 
Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
Uploads: 1
Default

No, sorry mate, which version of GWX are you using? The latest patch is 1.03, this has recently been releaseed, however, the tweak I have for you will work with 1.02.
__________________
danlisa is offline   Reply With Quote
Old 03-29-07, 04:42 AM   #5
cardician
Torpedoman
 
Join Date: Mar 2007
Posts: 115
Downloads: 0
Uploads: 0
Default

I have to say I agree with you Alexdk. I posted something very similar in my Ship won't Sink thread. First patrol I did manage to sink two boats with one torpedo. One did take a little bit to sink (like an hour). The other actually went down immediately. However, another boat took two. On my second patrol I found a small merchant, hit it perfectly with a torpedo right mid deck below the smoke stacks, 12 hours later, it's half sunk but not sinking any farther. The water is literally passing over the hull and at times an entire half is submerged due to waves, but when the waves aren't there you can see its not sunk any further than it was 10 hours ago. Absolutely crazy.

I have to say I really love how SH3 Commander offers a few tweaks. GWX is absolutely incredible but I too would love it if it were a bit customizable. I don't even have realistic ship sinking times turned on and still...12 hours and this 3/4 sunk ship won't go down.

Basically I would love to know if there is somethin I could tweak as well. Personally I'd love to see a little more one hit firey explosions

Oh, and I am running all latest patches. GWX, SH3, SH3 Commander, etc.
cardician is offline   Reply With Quote
Old 03-29-07, 04:43 AM   #6
melnibonian
Ocean Warrior
 
Join Date: Jul 2006
Location: Reading UK
Posts: 3,473
Downloads: 90
Uploads: 0
Default

If you want to have quick ship sinkings try the GWX Special Effects Mod http://files.filefront.com/GWX___Spe.../fileinfo.html. A word of advice though. Use JSGME to enable it as I am not 100% that it is fully compatible with GWX 1.02 or 1.03 (I think it is but better be safe than sorry)
melnibonian is offline   Reply With Quote
Old 03-29-07, 04:52 AM   #7
Alexdk
Seaman
 
Join Date: Mar 2007
Location: Helsinki, Finland
Posts: 31
Downloads: 0
Uploads: 0
Default

I got the newest GWX version. Wil check out that special effect mod, maybe it wil help. As I said, GWX is great, just sinking is a bit to "long" for myimpatient self, besides I love the huge explosions

Thanks for the help!
Alexdk is offline   Reply With Quote
Old 03-29-07, 04:53 AM   #8
danlisa
Navy Seal
 
danlisa's Avatar
 
Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
Uploads: 1
Default

Alex & Cardician, you both have PM's
__________________
danlisa is offline   Reply With Quote
Old 03-29-07, 05:03 AM   #9
cardician
Torpedoman
 
Join Date: Mar 2007
Posts: 115
Downloads: 0
Uploads: 0
Default

Thanks danlisa

Another question relating to this, as I'm a bit impatient myself. How far can one be from a ship and still get credit when it finally registers "going down"? So if I shoot a torp at a ship and I know its gonna go down eventually, but don't want to wait for hours for it to happen, can I continue my patrol, be a hundred nm away, and still get credit when it finally sinks low enough to register as sunk with the game?

Oh, and on that note, historically did sub commanders actually stick around to watch the ships sink? I mean obviously not if they've got destroyers to hide from or are being pursued...but early war when it was just lone merchants? Or did they fire, know they'd done the job, and continue on?
cardician is offline   Reply With Quote
Old 03-29-07, 05:08 AM   #10
danlisa
Navy Seal
 
danlisa's Avatar
 
Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
Uploads: 1
Default

There is a limit to the distance that you can be before the game engine magically forget's about the damage you caused. I would say, don't be any further than 20km away but there are no promises.

The easiest way to ensure that you get credit is not to leave before you get the 'She's going Down' msg.

If there was the opportunity for RL kaleuns to stick around to confirm the sinking then they would, if however it was part of a convoy attack with escorts present I have to assume the only way to reliably 'guess' if their target was sunk was to use the hydrophone.
__________________
danlisa is offline   Reply With Quote
Old 03-29-07, 05:11 AM   #11
cardician
Torpedoman
 
Join Date: Mar 2007
Posts: 115
Downloads: 0
Uploads: 0
Default

Interesting. I know I tend to stick around mostly for the pure enjoyment of watching thousands of tons of metal sink to the dark blue depths. So I guess I'm not surprised
cardician is offline   Reply With Quote
Old 03-29-07, 08:10 AM   #12
Platapus
Fleet Admiral
 
Join Date: Oct 2006
Posts: 19,379
Downloads: 63
Uploads: 0


Default

Quote:
Originally Posted by cardician
Basically I would love to know if there is somethin I could tweak as well. Personally I'd love to see a little more one hit firey explosions .

Would deselecting "realistic ship sink times" from the realism screen help? I don't remember if you take a hit on renown for this, but I imagine that it would be only a small hit.

While I like the realistic sink times, it would be nice if you could get advice (with some range of uncertanity) from your weapon's officer that the ship was doomed or that it needs "one more".

I imagine that experienced sub Captains in Real Life would have some insight as to whether a ship had enough to eventually sink.
Platapus is offline   Reply With Quote
Old 03-29-07, 10:38 AM   #13
Steppenwolf
中国水兵
 
Join Date: Jul 2005
Posts: 278
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by danlisa
No, sorry mate, which version of GWX are you using? The latest patch is 1.03, this has recently been releaseed, however, the tweak I have for you will work with 1.02.
What is the tweak?
Steppenwolf is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 08:32 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.