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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Dec 2011
Posts: 8
Downloads: 24
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Hi,
I have recently returned to SH3, and seem to need multiple torpedo hits on even small vessels (Black Swan Class even!) to have an effect. I used to enjoy magnetic torpedoes, and letting them of right below the ship, allowing an upward impact, and used to use the vulnerabilities listed in the ship identification manual. Can anyone advise me of : 1. How to get that ( as in this ) with my current mod loadout (without removing GWX), or was I probably running Aces of the Deep (which, I think from screenshots has that feature...) Unless of course, GWX is compatible...? Is it? 2. A mod to GWX which removes the deck guns from merchant vessels. ![]() 3. Any magnetic torpedo mods that allow for accurate damage modelling. I am using the following mods : GWX 3 Spirit of machines TorpedoTubesfireFinal 6SlideoutAnzeigen Accurate Uboay emblems Capt Teach's colour Icons OLC's modified searchlight beams for GWX3 Hitman Oprics for GWX v.1 Ail Hi Res Moon No Jawohl Ail navigation ma mod Topedo Damage Final ver 2.01 GWX - Contact Color Any advice on these issues? Thanks! |
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#2 |
Swabbie
![]() Join Date: Dec 2011
Posts: 8
Downloads: 24
Uploads: 0
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I found this... http://forums.ubi.com/eve/forums/a/t...3/m/9371060315
Which solves part of the problem, I assume GWX uses similar modelling. ![]() |
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#3 |
XO
![]() Join Date: Mar 2007
Location: Colorado, for now. Any RED State, ASAP.
Posts: 401
Downloads: 77
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At one point, in my SH life, my ship identification manual had these color coded vulnerabilities for each ship...not as a seperate file but actually using the in game ID manual. I have no idea where I got it and have been unable to find an identification manual mod which shows these vulnerabilities. I don't know if it was WAC or a seperate mod but I sure wish I could find it again.
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#4 |
Chief of the Boat
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Is this what your looking for?
![]() ![]() If it is, the link below will give you them full size. http://www.gamefront.com/files/21103718/shipchart_pdf |
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#5 |
XO
![]() Join Date: Mar 2007
Location: Colorado, for now. Any RED State, ASAP.
Posts: 401
Downloads: 77
Uploads: 0
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That looks like it Jim, but I was looking for the mod I swear I used to have which actually replaced the in game Recognition Manual with one showing these vulnerabilities? I don't believe I was hallucinating...but...
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#6 |
Chief of the Boat
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A few years back I had a mod installed that showed the coloured sections when you viewed the ship through the periscope within a set distance but I can't remember what it was called.
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#7 |
Swabbie
![]() Join Date: Dec 2011
Posts: 8
Downloads: 24
Uploads: 0
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Yes, that's the guide I found. It's great, but the in-game one would be even better. GWX does not seem to feature it, but some of the youtube plays seem to feature it with the Aces of the Deep mod.
I was hoping there was a simple 'enable vulnerabilities for GWX' mod that I had missed, but I guess that isn't the case. Just curious, does anyone know why GWX decided to feature deck guns on merchant ships? Is it historical or..? I really enjoyed punching holes, and my poor deck crew ends up .. well.. seriously wounded at best. ![]() |
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#8 | |
Konteradmiral
![]() Join Date: Apr 2010
Location: Greece
Posts: 1,992
Downloads: 300
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![]() Quote:
From late 1940 and onward merchant ships were receiving increasing number of guns on them ans this is featured in GWX. Try to attack a Liberty cargo with your deck gun. You will end up dead. Moreover deck guns were removed from Uboats as they were useless. More in this page: http://www.uboat.net/technical/guns.htm |
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#9 |
Watch
![]() Join Date: Dec 2009
Location: Canada, Germany or Blighty
Posts: 16
Downloads: 6
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So in my n00bish eagerness I have downloaded the PDF and will load it up on the iPhone so I can use it will I'm swimming around. However... Most of the colours are self explanatory, apart from the Blue.
Does the Blue area mean if I get a torpedo there using a magnetic pistol I'll kill it in one go? Or is it more that this is a good place to have your torpedo hit if you want to inflict as much damage as possible? And with the aim being as much damage with a single blow, would that mean that the best place to put a torpedo would be where the fuel and engine room meets? (Or a nice big ammo magazine on a warship - but I tend to be a chicken and run away from them.) Red = Fuel Bunker/Tanks? Yellow = Engine room? Purple = Ammunition storage? |
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#10 | |
Eternal Patrol
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Bear in mind that in real life they had photos of the ships, not convenient directories on best hit locations. Of course any submarine captain had years of experience and would know that instinctively, so it's not really a cheat.
__________________
“Never do anything you can't take back.” —Rocky Russo |
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#11 |
Mate
![]() Join Date: Aug 2009
Location: Calgary, Alberta, Canada
Posts: 54
Downloads: 33
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It was called the Full Vulnerability Mod. It was only applicable to the stock game recognition manual with the stock ships. GWX changed the damage model of ships and added/changed the ships.
Read this thread. http://www.subsim.com/radioroom/show...rabilities+mod |
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#12 |
Chief of the Boat
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Yeah...that was the one
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#13 |
Swabbie
![]() Join Date: Dec 2011
Posts: 8
Downloads: 24
Uploads: 0
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Thanks everyone, for your contributions. It's really helped. The game is VERY hard on full realism, especially when you are trying to manually designate torpedo parameters with the rocking going on...
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#14 | |
Chief of the Boat
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Sounds pretty realistic to me. |
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#15 |
Sailor man
![]() Join Date: Jul 2011
Location: Trujillo, Peru
Posts: 45
Downloads: 10
Uploads: 0
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