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#1 |
Ace of the Deep
![]() Join Date: May 2005
Location: Off your Stb side with good solution
Posts: 1,065
Downloads: 44
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I put 6 torps in a Large modern tanker. All 6 torps were set to a depth of 15 ft (under her keel) and exploded magnetically. She was listing hard to port and her decks coverd with water...and she kept steaming. Huge hole just forward of her funnels.
So I sped ahead of the convoy and put 4 MORE in her (this time set to 10 ft so they would impact explode) about 2 hrs later from starboard side (it was a mission now to sink this tanker). Now she sat so low in the water you could BARELY see the tops of her anchors along the bow of her ship, and her deck was under 4 ft of water..... The large tanker steamed merrily on to deliver her cargo... Bugged? anyone else have this happen with a tanker? |
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#2 |
Helmsman
![]() Join Date: Feb 2006
Posts: 102
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Faamecanic...
Nothing to do with ur post, but was wondering.. I see you use Dominator 2gb ram the same as what i do, ur cpu is 6700 mine is 6600 but may I ask.. What dramm mhz does it read in your bios and in relation to what cpu speed u have set.. ? Ratios etc 1:1 or by speed 4:5 etc ? cheers,, Prob better if you reply to me in a PM I guess.. Moose.. |
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#3 | |
Ace of the Deep
![]() Join Date: May 2005
Location: Off your Stb side with good solution
Posts: 1,065
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#4 |
Frogman
![]() Join Date: Jun 2005
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I posted in the mods forum as well, either the torpedo model is too weak or the zones on the merchies are too strong...something's out of order anyway. I hammered a large convoy in a heavy sea, put 6 of 9 ships out of action but they refused to sink- other people report ships sinking during storms without player interference...so if they can founder in a heavy sea, you'd think adding a large hole would speed them along
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#5 |
Samurai Navy
![]() Join Date: Apr 2005
Posts: 579
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I had a similar issue last night on my first patrol of the career. The first enemy ship I encountered (medium old split freighter) went down with a single Mk 14. The second one, a medium old composite freighter, I hit with 2 torpedoes, both in the stern. It slowed down but kept going. I paced it for about 2 hours game time and it didn't sink, so I put a third torpedo amidships (all of these were on the port side). After the third torpedo it came to a stop, so I submerged and waiting for 9 more hours. It still didn't go down. At that point I hit it with a fourth torpedo and it went down. I was wondering if this was due to "realistic ship sinking times" or something wierd with the damage model.
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#6 |
Swabbie
![]() Join Date: Apr 2007
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I had the same situation yesterday during a convoy attack on my way to my patrol area. I started in the perfect firing position (45^ off the front ships' bow) and fired a full spread of six fish from my front tubes, getting five hits on three ships, sinking one. From there I worked my way around the convoy, sinking ships, until I slid into place by a Large Tanker--sweet, I thought, massive tonnage.
No dice. I expended the rest of my front torps (roughly ten I think) on that one freakin tanker. I got so frustrated at the way it was still moving forward (3-5kts) with its bow so deep in the water I could see the screws turning astern! that I dove under and went after it with all my aft tubes. Two of them missed but the two that hit failed to bring it down. The two that missed still scored hits on two seperate ships, somehow setting the deck on fire, punching gaping holes in their hulls, and pushing the bow underwater, but I was down to only four fish in my after reserve. Since the escorts (3 DDs) were still engaged in a circlejerk near the front of the convoy and I was at the rear, I was frustrated enough to decide on hit-and-run with the deck gun... surface, shoot some AP at the waterline, HE on the deck, then crash dive and pop a decoy on the way down. Well basically what happened is that I expended half of my deck gun ammo on three obviously crippled ships, none of them sank, and my little stunts attracted the DDs (finally) who flooded the aft three compartments while I was at 60m. ![]() |
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#7 |
Medic
![]() Join Date: Mar 2007
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Never had it happen to me but if a tanker just carrying water as balast I imagine they could be the devil to sink. But, maybe is a bug too. Hard to say.
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#8 |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
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It may be normal... some tankers stay floating lot of time burning after being imapcted. Petrol is like a cork, it has lot of flotability, water is heaviest than the petrol.
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#9 | |
Machinist's Mate
![]() Join Date: Sep 2005
Location: UK
Posts: 121
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I had the same problem the other day 12 torpedos, 2 from the rear (that stopped the tanker), 5 from port, 5 from starboard, tried magnetic under the keel, direct impact, even then it took 2 hours to sinkl ![]() |
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#10 |
Planesman
![]() Join Date: May 2005
Location: Novo mesto, Slovenia
Posts: 198
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Maybe it had Yamato`s hull?
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#11 |
Engineer
![]() Join Date: Mar 2005
Location: Boston
Posts: 213
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I've been in simular situations too. The damage model seems a bit iffy at times. I put 4 torpedoes into a large composite, equal spread right down the length of her and she kept steaming at 10 knots, not even a list. I shoot another one, messed up the spread, so the 2 fish only bearly clipped her bow and down she went like a rock. Another ship, small composite I think, I put 2 fish in her aft end, blowing up the ridder and the screws (neither visible in camera mode) but she still did 10 knots and was zig zagging away!
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#12 | |||
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
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In the mod done by Teddy (NYGM Damage) for SH3, he incorporate a slow way to sink. May be the developers incorporate some thing similar here. What it means... ? May be yo hit two torps to one big ship, it will take a day to sink... by flooding, but if you want an inmediate kill you must to reach its kill Hit Points, then you may need too many torps. If you wait it will sink... that was the way followed by that mod, sink by flooding, not instant kill. May be...pnly may be, the team follow this way almost with some ships class. Plus if they increase the flotability due to the peroleum flotability, may be the cause of the hard prtroleum carriers... Any way, remeber in real life, petroleum is lighter than water, it give flotability, and in real kills, some petrolcarriers still floating in flames by many hour even days. Just a commnet, may be useful... ![]() Quote:
Yes ... ! ![]() |
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#13 |
Born to Run Silent
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Were any of the ships you are having to use too many tops on the Kinposan Maru, Modern Split Superstructure Freighter? Or just tankers? Which tankers, if you know? Can you rcreate the mission?
thanks Neal
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#14 | ||
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
Posts: 9,404
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#15 |
The Old Man
![]() Join Date: Apr 2006
Posts: 1,434
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Even some WWII tankers had double hulls. Based on SH3, tankers are among the hardest to kill. Magentic exploders under the keel do a better job than impact set shallow. I never use the default depth setting for the torps.
-Pv- |
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