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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Seaman
![]() Join Date: Jun 2015
Posts: 42
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Since ships in this mod generally sink by flooding, and flooding probably requires physics calculations, will the flooding occur (and by extension will ships sink) when the TC is set to higher than 32x? A few ships I've torpedoed have refused to sink even after hours and hours of waiting at say 64x, and I don't know if I'm completely wasting my time setting the TC that high.
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#2 |
Watch
![]() Join Date: Jun 2009
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I've noticed this as well. It seems to take an inordinate amount of time. Maybe that is just the reduced sinking speed in GWX?
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#3 |
The Lone Wolf
Join Date: May 2006
Location: Bellville, TX 77418
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Maybe another fish in their belly will speed things up?
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#4 |
Seaman
![]() Join Date: Jun 2015
Location: Ontario, Canada
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I've run into that a few times. Flooding times vary greatly depending on the damage zones of the target ship. It is possible to hit the ship with an eel, but not enough damage to sink it. Sometimes it takes days for a ship to sink. So if you sit there with the TC at 64, it can still seem like it isn't sinking. Generally, if it takes more than a few hours, I feed it again.
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#5 |
XO
![]() Join Date: Jun 2014
Location: Chorrillos, Lima, Peru
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Salvo everything and don't shoot at anything under 8,000 tons.
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#6 |
Chief of the Boat
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In answer to your original question....YES.
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#7 |
Seaman
![]() Join Date: Jun 2015
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Thanks. I hoped the ships in question would sink but they just didn't seem to want to. One of them (an ore carrier) was burning for a good 14 hours (fire seems to do nothing I suppose) and was listing a good 30 degrees but just would not drown. The other was a medium cargo and I got it to go under after shooting it a bit with my AA gun. I gave up with the ore carrier and just fed it another torpedo.
The ore carriers are big enough that I could see them taking two torpedoes but not so for medium cargo. In fact, medium cargo is quickly becoming something of an arch nemesis. The tough bastards just don't die. |
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#8 | |
A-ganger
![]() Join Date: Aug 2014
Location: High Wycombe, UK
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Zosimus advised:
Quote:
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There are only two kinds of vessels; submarines and targets. |
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#9 |
Torpedoman
![]() Join Date: Jun 2009
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After hitting an ore carrier with a torpedo, I generally manage to finish it off with some deck gun fire below the water.
I'm not sure how flooding is modeled, but I like to think that shooting a few holes on the waterline will help flood the higher decks, so it tips over faster. also, make sure to only attack one side to help capsizing. It you shoot holes in both sides, itll stay more balanced and needs more flooding to sink.
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Kplt. Kipischovic Malifozik U-336, 2nd Flotilla, Lorient |
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#10 |
Ocean Warrior
![]() Join Date: May 2005
Location: New Castle of Delaware
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I haven't run SH3 in a few years but I remember hitting ships and sometimes they'd break in two. Does this happen at all with this mod? Side note.... the deck gun wasn't needed to finish a ship off and send it to the bottom.
I'm working on getting SH3 back up and running this Fall...... hopefully.
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Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. |
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#11 |
A-ganger
![]() Join Date: Feb 2009
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Don't be too greedy with your eels.
It is tempting to husband them sparingly to maximize tonnage sunk, but really if it isn't sinking after 10-15 minutes, I just shoot another torpedo and get done with it. |
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#12 |
Engineer
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In response to the last question; Ive managed to crack loads of different ships in half with GWX 3.0 installed
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KLt S. Cooksey commanding U-2528 ... .. -. -.- / - .... . -- / .- .-.. .-.. |
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#13 |
Ocean Warrior
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Same here. But also modded SH3 without GWX. I've not run GWX Gold so no idea if it's the same as the other two.
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Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. |
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#14 | |
Watch
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#15 | |
XO
![]() Join Date: Jun 2014
Location: Chorrillos, Lima, Peru
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