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Originally Posted by ZaPPPa
The chance of a torpedoe veering off is determined by a 'roll of the dice', but I believe the random number generator (or die) is not functioning correctly. Therefore in some instances all torpedoes fired will use the same die roll. Either all will be straight as an arrow, all will run deep or all will veer off. The number generator is supposed to go to the next number in the seed, but somehow it does not.
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I had something like this happen in vanilla 1.2. I had several patrols without a single dud, then one patrol where the entire load of 24 torps were all duds (to be more precise, they all exploded between 300 and 500 yards out of the tube).
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I have a quick question regarding the deck gun damage (I did try searching for the answer first, but with 33 pages... ). I know it has been reduced to meet realism
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As far as the
deck gun goes, Beery has done right by lowering its destructive power. It was way to easy to sink stuff with it in vanilla. On the other hand, I think we could get tonnage credit for making a ship a blazing inferno (but this shouldnt be easy), even if the ship doesnt actually sink. Historically, I think sometimes Captains claimed tonnage for this sort of thing. However, the game doesn't work that way, the target actually has to slip beneath the waves. Smaller merchants should be gun-sinkable, but this should take a number of hits near the waterline. To be that precise should require a very calm sea, and being at close range. Larger merchants? Well, maybe they should be sinkable if they were carrying ammo and we got a lucky hit.