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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Samurai Navy
![]() Join Date: May 2005
Posts: 588
Downloads: 0
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GW mod and the weapon power.
I had played many times with this mod and I have to say: it is GREAT!!!
But, it has a awfull side, and it is its low power weapons. ![]() Let me demonstrate this with a graphic example: Mission: Gibraltar Boat: type VII Year: 1941 As you can see I torpedoed this destroyer once amidship at 17:20 hours, but without visible results, no fire on board and no list. ![]() The DD followed her path at the same speed and direction, so I decided to surface and to finish my job with artillery. ![]() ![]() ![]() As you can see, a reinforcement appeared on the horizon at the right. ![]() After more than 15 impacts, and my time on the surface almost exhausted, because a second reinforment appeared on the left. I ran into the DD, a desperate action for desperate times. ![]() ![]() ![]() ![]() As you can see, I dived because the reinforcement were getting closer. My prey was still moving, and I never knew if she was sunk or not. ![]() Final thoughts: I need to find out a way to increase the weapon power by 50%, or may be 100%. DD are basically "cans", they are not armored at all. It is the only way to fix this unrealistic behavior. ![]() Realism, YES. A handicapped boat, NO. Last edited by VON_CAPO; 10-02-06 at 12:10 PM. |
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#2 |
Lieutenant
![]() Join Date: Apr 2005
Location: Germany
Posts: 266
Downloads: 3
Uploads: 0
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Are there supposed to be pictures? If so I can't see them...
Anyway, on my last patrol it was Norway invasion time and all I could find was destroyers or destroyer groups so I attacked them (what I normally not do). I sunk 2 tribals with 1 torpedo each, but had to wait for quite some time until they went down. |
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#3 |
Rear Admiral
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![]() ![]() 1. IF you have a clear shot at an Escort/DD try so, if hit and sinks ok, if it doesnt get your sub deeper and leave it alone, DD's are not worth the trouble 2. NEVER surface when other DD's are comming or around. this is going get urself killed. 3. Deck gun, its not as the stock anymore, the damage model doesnt allow you to just shoot blind at it so it would blow up in hollywood style, shoot at the Water line to get it down. 4. Ramming in GW is a suicidal move , this damage the Hull so bad that you are screwed when you need to crash dive. also knowing the damage model doesnt always result in a direct sinking, sometimes you have to wait, I have hitted a DD like that, it continued like nothing happen but I saw his hull dissapearing under water and at the sudden her butt sinks and there she goes. you have to be patient sometimes. Greetz HunterICX if you want to have more firepower remove TGW mod and continue with stock sh3. because I cant think of any tweak that bumps up the firepower
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![]() Last edited by HunterICX; 10-02-06 at 12:33 PM. |
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#4 | |
Ace of the Deep
![]() Join Date: Sep 2006
Posts: 1,169
Downloads: 0
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Grrr! ![]() Oh, and VON_CAPO, you can use the childrens GW update someone make, do a search, you'll find it, the increases the guns power and some other tweeks that will make it more fun, but less realistic. |
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#5 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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Are you aiming at different compartments for torpedos and deck gun
Also aim below waterline for DG I have rarely had to wait anywhere near that long for a sinking |
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#6 | ||
Samurai Navy
![]() Join Date: May 2005
Posts: 588
Downloads: 0
Uploads: 0
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![]() About the "patience": It is very understandable to wait for the sinking. ![]() But it is not, when you have a handicapped torpedo. A real G7 torpedo has 280 kilograms of hexogen, which is absolutely able to tear apart a battleship peel (very, very thick indeed). With GW mod you need to use as many torpedoes against a merchant as a battleship. ![]() ![]() ![]() This is outrageous. ![]() Take a look a some historical facts about the most successful patrols: From: ---> http://uboat.net/ops/top_patrols.htm Taking in count that a type VII u-boat carry 14 torpedoes and a type IX carry 23; do the math. Is it possible with GW mod achieve those numbers (showed in the link above mentioned)? My personal answer is: - I don't think so! Most of us are experts commanders, we can take risks that a real commander would never take because this is a game, and we are reborn over and over again, to begin again. So, for us, is a lot easier to reach those numbers. So, I insist. I will find out the way to increase the power of my weapons to get a realistic balance. To finish this complain... a pic. A boat showing multiple victories, of course, she never had to use GW mod. ![]() Last edited by VON_CAPO; 10-02-06 at 03:52 PM. |
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#7 |
Lucky Jack
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Well, sir, I recommend you scrap the mod and play the game with one hit wonders. I believe the numbers are against you for the damage model in the game. More like it than dislike it. I would agree that the cannon should be a bit stronger and the small tramp steamer is indestructable. Therefore, I bypass those and play with the cannon if I have time. No one is forcing you to use it and you could not have beaten the price you paid for it. Perhaps some constructive criticism would be in order and not pictures with a sly remark on the GW mod. Again, no one forced it upon you.
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road Last edited by AVGWarhawk; 10-02-06 at 03:18 PM. |
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#8 | |
Grey Wolf
![]() Join Date: Apr 2005
Location: Gettysburg PA
Posts: 845
Downloads: 38
Uploads: 0
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I have no problems sinking ships in the GW mod.These are my results in numbers of torpedoes it takes for me to sink a ship.All these figures depend on whether or not I get a hit on a critical area or if I get a bad hit. Destroyers..1-2 torpedos Battleships...2-4 torpedos Carriers..2-4 torpedos Small Merchants...1-2 torpedos Medium Merchants...1-3 torpedos Large Merchants...2-3 torpedos Heck in a Type II with only 6 torpedos I come back to port regularly with 3-4 ships sunk. |
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#9 | |||
Eternal Patrol
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On the whole, I agree, but it has also been said that GWX will be trying something completely different. I don't know if it will be better, but we'll just have to wait and see. Oh, one more thing: you don't need to increase the weapon's power to get the results you want; you just have to replace all the ship files from the 'Sea' and 'Roster' folders with the original stock ones. Then your targets will sink by hit points again.
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“Never do anything you can't take back.” —Rocky Russo |
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#10 |
Lucky Jack
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Yes, you have to be patient. Hollywood has drilled into everyone "one hit wonders" no matter who the action star is. Unfortunate, in reality, not all ships blew up in to a million piece and sunk under 1 second. Often ships made port on fire and heavily damaged. Yes, destroyers are tin cans but the also just did not blow up on one impact. Also, these ships are compartmentalized so you need hit a few of the compartments to get her to go down. Sometimes you are lucky and you will get that one hit. Often in reality all torpedos were sent so to better the chance of a hit and a better chance of two hitting to get the job done.
I hit a cruiser in the stern, it kept going and sunk outside my field of view....I got no credit for the kill. She final sunk by the stern after 45 minutes. So, the GW mod makes ships sink realistically. The mod was not designed to be like an arcade game. Submarines are patient, suprise war machines. Waiting 45 minutes to see a ship go down is chicken feed after taking 24 hours to get yourself into position to sink the thing!. |
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#11 |
Rear Admiral
![]() Join Date: Mar 2005
Posts: 13,224
Downloads: 5
Uploads: 0
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From what I understand there will be some adjustments to the damage models in the next version of GW.
Of course this is hearsay and someone please correct me if Im wrong. |
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