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Old 03-31-08, 04:14 AM   #11
piersyf
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Join Date: Mar 2008
Location: australia
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Default deck gun holes

Started my second patrol with NSM and realistic torpedoes. Had a contact with a merchant and started experimenting. I've mentioned elsewhere the dual solution with periscope and sonar to compare systems, but I only managed a single hit from 3 fish. It hit the stern and blew off the screw, so satisfaction number one was hearing the engine chug like crazy and the rudder flip like a stranded fish but the ship sitting dead. The merchant had no weapons and was alone so I surfaced and sat about 500yds away to watch her sink. Didn't happen. So I went for a short cruise around to the side with hole, extended the range, and started being mean. Every 2 minutes or so I'd put an HE round into the hull just above the torp hole. I know it makes little difference to the game, but I liked imagining the damage crews refusing to enter a compartment that was being hammered every 2 minutes. Anyway, the point of this was I was regularly checking for shell holes because I wanted to see if I could get impacts below the waterline, and yes you can, and the holes were visible...although for accuracy HE shells set to penetrate water should always leave holes in a merchant (delay fusing). I ended up finishing her off with a fish from a stern tube and have seen my first break. Joy! 2 bits of ship to watch sink!
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