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Old 11-15-08, 04:02 AM   #1906
LukeFF
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Quote:
Originally Posted by punkmaster98
on the american side am i only supossed to have 2 men in the torpedo room? i only have two men for each watch.
The requirement for American subs was to have a minimum of one torpedoman petty officer on duty every watch. During regular watch hours, the "only" duty the torpedomen had was routine maintenance of the torpedoes (typically one a day), so you don't need your full complement of torpedomen to carry out a task like that. When General Quarters is called, the six torpedomen assigned to the forward compartment is more than enough to reload the tubes quickly and safely.

My procedure is to keep my most experienced torpedomen in the forward torpedo room, since that's where the majority of the torpedoes are fired from. If the situation permits, I'll temporarily assign a couple of the more experienced men to the aft compartment to help with any reloads there.
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Old 11-15-08, 04:22 AM   #1907
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hey guys, was wondering about the damage model. A large old split took 3 torpedoes, under both masts and under the funnel. at 10-15 feet depth. I shadowed her for a while to see how things would turn out. Normally I don't have the patience and I'm still annoyed with the ships running away so I give em more shots to work around the system, but this time I decided to shadow her

she was limping away at 5 knots on a random zigzag but after a while she went back on course. 28 hours and a couple of course changes later she was still going strong at a 7 knots and I went in to finish her off with 2 more torpedoes at 25-30 feet depth and that did the trick, she sank 75 miles away from the initial firing position.

I was a bit disappointed by the very limited effect of my 3 shots which I thought were rather good. Are my shots not aimed well, was I simply unlucky or did you guys test this and did you consider 3 torpedoes not enough to sink a 7k ton ship?


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Last edited by Bosje; 11-15-08 at 04:23 AM.
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Old 11-15-08, 05:51 AM   #1908
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Well, it seems new RFB sinking model repeats buggy GWX's sad history in this area...

Finally understand that merchant ships were not built to sustain such massive torpedo damage!

Last edited by Gorshkov; 11-15-08 at 05:54 AM.
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Old 11-15-08, 09:50 AM   #1909
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I've found large old splits are tough targets, even with good hit distribution.

I think the damage model is fine. The quibble I have is with the ship remaining underway in many instances, but that is being tweaked for the next update.

Three plus some limited deck gun work will take down a good sized target like the LOS. Helps if she is dead in the water. I don't know if this observaation is correct, but having taken down three LOS in my current RFB career, I think have the torps hit at some differenet depths helps as well. At least not having them all hit so deep seemed to speed up the sinking process with this particular ship. I've never seen two torps alone do the job, but I needed four only one time.


Unrelated question:

Anyone using the air layer mod with this release of RFB? There is a yet unanswered question in the air layer thread about compatibility.
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Old 11-15-08, 10:31 AM   #1910
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Well, i was just trying to give feedback. realism is the aim of this mod and it seems to fail here, that's all
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Old 11-15-08, 10:38 AM   #1911
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Pssst, (whispering) try Webster's torpedo mod. Don't tell anyone I said to.
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Old 11-15-08, 10:53 AM   #1912
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Is this torpedo mod compatible with RFB and where I can find it?

However I still do not understand one thing here: yet WW2 merchants did not have self-isolated compartments which means flooding cannot be limited to one compartment!

Last edited by Gorshkov; 11-15-08 at 12:07 PM.
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Old 11-15-08, 12:01 PM   #1913
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Webster's torpedo mods are compatible with RFB 1.52 (latest version). They are available for download in this forum. Sorry, don't have the link. Do a search and I'm sure you will find them.
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Old 11-15-08, 12:07 PM   #1914
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OK, I have tested this mod with RFB and I must admit it is worth considering as an emergency RFB sinking model upgrade! I think Webster's torpedo mod ver. 1 increasing torpedo power by 25% is good enough for both US and German torpedoes. For instance I launched one Mk-10 torpedo which is the least capable US weapon in SH4 aside of passive sonar Mk-27 fish at Small Old Split Freighter (2427 tons) and she sunk in 15 minutes after hit. It seems that more powerful torpedoes can destroy two to three neighbor compartments per one hit.

Last edited by Gorshkov; 11-15-08 at 12:08 PM.
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Old 11-15-08, 12:19 PM   #1915
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Happy hunting!
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Old 11-15-08, 05:19 PM   #1916
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After some tests with RFB+Webster's torpedo mod ver. 1 (+25% more powerful torps) using attached test mission I must report that if we divide merchants for three tonnage classes situation looks as follows:

- ships with tonnage under 2500 tons sink after one torpedo hit in the middle of hull

- ships with tonnage between 2500 and 5000 tons should sink after two hits

- ships in 5000-10000 tons range sinks after three hits

Of course all hits are scored in equal torpedoes spread angle. Additionally I must notice that all merchants aside of one sunk in quite short time period i.e. 30-60 minutes. Yet general rule is: the larger ship, the longer sinking time! I also tried to sink surface combatants and they sink exactly as noted in Webster's mode readme file what is obvious because warships still possess stock sinking mechanics. That is why I do not recommend you to use versions 2 (+35% more torpedo power) and 3 (+50% accordingly) of this torpedo mod because I guess many people will be unsatisfied with too low torpedo hits needed to sink warships. However it is possible that more powerful torpedoes can reduce amount of hits necessary to sink merchants. We simply have to wait for future RFB version with all naval platforms "equipped" with NYGM sinking mod.

***EDIT***

WTF??? I told you earlier that something is screwed up with U-boats detection in RFB! I wanted to play German test mission and all US warships started to shot at my U-boat being at periscope depth. There is no way to play because my sub started to get hits immediately! I guess US warships visual sensors are too good or so...try yourselves!

Last edited by Gorshkov; 11-15-08 at 05:45 PM.
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Old 11-15-08, 06:55 PM   #1917
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Quote:
Originally Posted by Bosje
Well, i was just trying to give feedback. realism is the aim of this mod and it seems to fail here, that's all
Still a work in progress Bosje Last night I hit the fattest tanker the game has to offer directly in the middle with two torps. She went down in about two minutes. Odd indeed with your experience with this particular ship. Look for further tweeks. Little do you know, letting the RFB team know about particular ships and problems you are experiencing is a good thing because they can go back and look at it. Keep up constructive observations and opinions, in the long run they help out in the end.
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Old 11-15-08, 07:12 PM   #1918
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yup, that's what I was aiming at

i'm not in any way trying to flame this mod, I love it. if even one of my comments help to improve it further, i'll be happy as a clam
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Old 11-15-08, 07:21 PM   #1919
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Quote:
Originally Posted by Bosje
yup, that's what I was aiming at

i'm not in any way trying to flame this mod, I love it. if even one of my comments help to improve it further, i'll be happy as a clam
Just remember that it is a game made up of 0 and 1 all melded together to form submarines in the water. The modders can only go so far in the files and sometimes the reality of the file structure limits things in the game. Such is life and we learn to adjust and enjoy what does work great More to come with RFB I assure you. In the mean time, I'm having a blast with what I got.

I will tell you what sucked when I played last night. The tanker post I mentioned above.... my actual target was a troop transport. I sent 3 torps out hit the transport with either duds or under-ran the ship. She was alerted by then and hauled butt away from me. Lucky there was fat tanker following and I was able to pop two torps off and sink the bugger. All was not lost. I slunk away from the three DD headed my way.
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Old 11-15-08, 07:25 PM   #1920
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Quote:
Originally Posted by AVGWarhawk
Quote:
Originally Posted by Bosje
yup, that's what I was aiming at

i'm not in any way trying to flame this mod, I love it. if even one of my comments help to improve it further, i'll be happy as a clam
Just remember that it is a game made up of 0 and 1 all melded together to form submarines in the water. The modders can only go so far in the files and sometimes the reality of the file structure limits things in the game. Such is life and we learn to adjust and enjoy what does work great More to come with RFB I assure you. In the mean time, I'm having a blast with what I got.

I will tell you what sucked when I played last night. The tanker post I mentioned above.... my actual target was a troop transport. I sent 3 torps out hit the transport with either duds or under-ran the ship. She was alerted by then and hauled butt away from me. Lucky there was fat tanker following and I was able to pop two torps off and sink the bugger. All was not lost. I slunk away from the three DD headed my way.
As much as the modders are trying to perfect these mods, there will be always bugs that has to be fixed. They have a fultime job, most of them and they don't nessescary have to do these things. We should be them very thankfull for putthing their time into this wich i appreciate very much

I just came across a 3D torpedo room in progress, so I must say the modders are doing there best. It looks great

IMO, Silent Hunter rulleez.

And me ofcourse :rotfl:
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