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Old 12-09-06, 03:52 PM   #1
Phobus
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Default Another couple of GW problems.

Two questions

This is my first GW patrol.

I found a freighter on my first patrol a (C2) and hit it with two torps (set magnetic 2 mtrs below draft). It slowed to two kts and I thought it must be sinking so I waited for a hour then fired another torp. I waited for another hour and although the target had lost all speed it didn't seem to be sinking. Eventually with a warship closing I fired a fifth torp and dived.

Now my question is this if I don't see the target sinking how do I know if it will. It may well be that it would have sunk after 3 torps. I couldn't use my gun to finish it off because of the weather. How long is it reasonable to wait given that escorts might approach? What was the real life solution?

And finally the key functions in GW seem to be different to the basic game. I caught a small freighter in calm seas but after manning the deck gun couldn't get it fire. Space bar inoperative. Tried all the keys I could. I couldn't find anything in the options so wonder if there is somewhere else I should be looking.
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Old 12-09-06, 03:59 PM   #2
mookiemookie
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Since GW 1.1a uses a flooding damage model, you should spread your torpedo shots around the ship to cause flooding in more compartments. While magnetic pistol shots under the keel are good, I've found impact pistols at the bow or stern to work nicely as well. I just sunk a medium cargo in a convoy with an impact pistol from a perfect 180 degree angle on bow (I was directly behind him) set at a depth of 2.5m. It didn't take long for him to sink at all. Even at that, it may take hours of game time for a ship to sink, as it was in real life.

While waiting for ships to sink, I usually submerge at around 800 meters away lined up for a coup de grace shot. That way if something else comes along, I can just shoot and run. I don't like to wait more than 4 or 5 hours of game time. If it hasn't sunk by then, I usually put one last fish into them.

As far as the key remapping, I do know they've changed the fire torpedo command from the enter key alone to ctrl+enter in order to prevent inadvertant firings. I believe the deck gun fire command remains unchanged. Are you sure you had ammo loaded in it? GW takes out the AP shells and replaces them with HE shells, as this is historically the only kind U-boats carried. Sometimes I'll go to man the deck gun myself and I have to click on the HE ammo type to get it to load.
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Old 12-09-06, 04:00 PM   #3
fredbass
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Quote:
Originally Posted by Phobus
Now my question is this if I don't see the target sinking how do I know if it will. It may well be that it would have sunk after 3 torps. I couldn't use my gun to finish it off because of the weather. How long is it reasonable to wait given that escorts might approach? What was the real life solution?

And finally the key functions in GW seem to be different to the basic game. I caught a small freighter in calm seas but after manning the deck gun couldn't get it fire. Space bar inoperative. Tried all the keys I could. I couldn't find anything in the options so wonder if there is somewhere else I should be looking.
1. You have to be within visual range or possibly sound range to get credit for a kill. If you look at your navigation map, it will normally show a downed ship. You will also get a message stating that she's going down, normally. Also if you click your "K' key, you will see if you got credit for a kill.

2. You need to load your guns b4 you can fire them. Just click one of the 4 shells displayed and you will see them being loaded.
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Old 12-09-06, 04:10 PM   #4
Phobus
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Thanks guys.

As a matter of fact after I'd submerged and the DD had dropped a couple of pressies! my sonar reported 'merchant moving away fast' and within 10 mins or so it was gone out of range so presumably it got repaired very very quickly. I think he was just loitering to keep me there til the DD arrived. A decoy full of ping pong balls.
As for the deck gun I shouted BANG BANG very loudly several times but didn't know one had to load the gun. Duh. Egg on face.
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Old 12-09-06, 04:58 PM   #5
Jimbuna
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Quote:
Originally Posted by Phobus
Thanks guys.

As a matter of fact after I'd submerged and the DD had dropped a couple of pressies! my sonar reported 'merchant moving away fast' and within 10 mins or so it was gone out of range so presumably it got repaired very very quickly. I think he was just loitering to keep me there til the DD arrived. A decoy full of ping pong balls.
As for the deck gun I shouted BANG BANG very loudly several times but didn't know one had to load the gun. Duh. Egg on face.
Yep...either ping pong balls or cork
Perhaps you should of shouted 'LOAD LOAD' hehe

(j/k)
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