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#1 |
Seaman
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My question is this - does it really matter WHERE you hit on a ship? Did they actually model different parts of the ship doing different types of damage? Like is there a "Engine room" "Cargo Hold" "Fuel Hold" etc.. and can you actually specifically target them? For example if I encounter a lot of similar merchant ships I should be able to target the fuel area every single time and get great success saving on ammunition. It seems completely random to me. I'd just like some sort of manual that tells us which parts of the ship hold the ammo, or cargo or whatever so I can be more accurate with my deck gun. Ammo is precious! I always run out!
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#2 |
Navy Seal
![]() Join Date: Jun 2008
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Yes, they do model compartments. Engine rooms, cargo holds, fuel and ammo bunkers, even substantial "empty" spaces.
Compartments have several attributes, such as HP, armor, flooding time, flotability and in some cases a damage multiplier and critical chance. If you're lucky enough to score a critical hit on an engine room or fuel bunker, the whole ship is likely to go up in a fireball and/or break apart. The damage model is accurate enough to qualify as a sim, but it's not very balanced in the stock game. You're normally forced to deplete a ship's HP (separate from the HP for compartments), and they tend to just sink perfectly level, without much visable impact form hitting on the bow or stern, and very little listing.
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#3 |
Planesman
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Yeah, there are different compartments modelled on the ships and it does matter where you hit them. I know that flooding and fire damage also can affect the way ships sink. There are mods that refine it and make it more realistic. One to check out is Arclight's BARF mod.
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#4 |
Seaman
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Thanks.. Now the trick is.. didn't they have this intel back in wwII? Wouldn't the sub captains have some of the blueprints or knowledge to this information? Which information did they model it from? How can we look up and research this information? I want to know what to aim for...
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#5 |
Stowaway
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you couldnt get THAT level of accuracy to hit a specific spot so "aiming" wasnt as critical and you aimed for an area not a targetted spot.
as for what was known, most ships followed simular basic design styles so reinforced areas and major bulkheads were usually fairly accurately guestimated at by the type and shape of the ship so you wouldnt target the strongest points when selecting an aiming point to target. |
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#6 |
Seasoned Skipper
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This manual in the #49th post is what they used to ID specific zones, but it was really just a recognition manual
- http://www.subsim.com/radioroom/showthread.php?t=168725
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#7 | |
The Old Man
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#8 |
Navy Seal
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I'd say in general, aim for the engine room; stopping you target makes it easier to finish it off. Fuel bunker has a fair chance to get a critical hit and blow it out of the water; it's typically located just in front of the bridge. For warships, aim for the engine rooms and below the turrets; the ammo stores are typically close to the turrets.
For deckgun, aim below the waterline and put about 10 good hits in a compartment; that should get it to flood. Then target the next compartment, rinse repeat untill it sinks. In stock this is almost certainly when ship HP reaches 0, in which case it really doesn't matter where you aim.
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