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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: May 2006
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I watched a merchant run directly into a destoryer. The destroyer tipped port, scraped along the bow of the merch until it was free, then continued on as if nothing happened. No damage to either vessel. Pity, I'd have really liked to have one less escort to worry about. Is this an oversight by the developers? Pretty big one, if so. Has anyone else experienced this?
Speaking of no damage, I've fired 6 or 7 torpedos into a Large Modern Tanker. Lots of fires, but she hasn't slowed down at all, and shows no hull damage. It should look like swiss chees by now. Is this some kind of problem with the software? Should I even TRY to finish this one off?I haven't been able to sink anything since this encounter (though the opportunity to fire more than 1 or 2 torpedos hasn't presented itself). I did see hull damage on a different tanler, but not sunk with 2 hits (probably not a big deal, but she's not DIW either).
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#2 |
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Managed to sink a few, so no worries about my software being trashed. Still wondering about that unsinkable merch though!
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#3 |
The Old Man
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Are you trying to sink it with those puny wake follower torps or mark 10s? Are some of the hits dud splashes and not really explosions?
-Pv- |
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#4 |
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They are a combination of 23s and 10s. No duds as the crew is really good about telling me about duds. Come to think of it, they do the same for misses too, although that usually takes a half hour.
Even if I threw enough rocks to get it to burn, there should be SOME kind of visual indication that torpedos hit it. I considered ramming it, just to see what would happen. I don't think it is going to go down. Anyone hava a Tomahawk?
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#5 |
The Old Man
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The only thing you should use the 23s for is slowing down a fast warship so you can hole it. They have no punch. That's why it's taking so many torps.
-Pv- |
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#6 |
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Thanks. Since upgrading to 1.4 I lost that mission.
Is there somewhere where I can see the yeild of the different torpedos and their uses? I've googled without clear results, as in a table format.
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#7 |
The Old Man
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Have you tried searching this forum with the built-in search tool? I bet you'll find stuff you can use. Generally speaking, your decisions are easy. The heavy hitters are the Mk10, 14 and the slower electric 18s near the end of the war. The fast torpex 14s are the prefered heavy hitters but leave a bubble trail. The pre-torpex 10s are the best early war torp especially if you have full realism, but you really need to send several out in a spread to guarentee a sinking. The 23s are a specialty torp and you should only carry one or two of them, seldom used.
Here is a general discussion of WWII torps you might find interesting: http://www.maritime.org/fleetsub/tubes/chap11.htm#11A1 This warfare doctrine manual contains the same information quoted in the SH4 manual: http://www.history.navy.mil/library/...4.htm#section5 This link probably has the technical detail you might want: http://diodon349.com/Torpedoman/TM_Stuff/torpedoes.htm -Pv- Last edited by -Pv-; 12-19-07 at 09:14 PM. |
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