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Old 04-01-07, 07:14 AM   #1
Faamecanic
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Default Large Tankers carrying CORK?! 10 torps and no sinking

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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Old 04-01-07, 07:27 AM   #2
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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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Old 04-01-07, 01:01 PM   #3
Faamecanic
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Quote:
Originally Posted by moosenoodles
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..
I have mine set to AUTO (looks like default 800mhz ). All my latencies are also on Auto. I normally tweak and OC my stuff, but for the first time in 10 yrs, I bought this system vs. building it. And OC'ing will invalidate my warranty... hence all the Auto settings.
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Old 04-01-07, 01:20 PM   #4
Shadow9216
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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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Old 04-03-07, 08:58 AM   #5
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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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Old 04-03-07, 09:15 AM   #6
jesterofsanity
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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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Old 04-01-07, 07:37 AM   #7
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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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Old 04-01-07, 07:54 AM   #8
Redwine
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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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Old 04-01-07, 09:35 AM   #9
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Quote:
Originally Posted by Redwine
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.
I thought petrol was flammable, surely a torpedo hit would ignite it.

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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Old 04-01-07, 12:12 PM   #10
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Maybe it had Yamato`s hull?
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Old 04-01-07, 12:48 PM   #11
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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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Old 04-03-07, 01:59 PM   #12
Redwine
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Quote:
Originally Posted by Weigh-Man
Quote:
Originally Posted by Redwine
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.
I thought petrol was flammable, surely a torpedo hit would ignite it.

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
Yes i know, 10 torps are too much... but consider the following.

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:
Originally Posted by Holland
Sneaky Japanese, loading liquid cork into tankers has gotten me in trouble on many an occasion!

Yes ... ! Petroleum is "liquid cork" !!!
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Old 04-03-07, 03:31 PM   #13
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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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Old 04-03-07, 09:05 AM   #14
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Quote:
Originally Posted by Neal Stevens
Quote:
Originally Posted by yellbird
Just tried again, this time first mission, put 10 torps in a medium old freighter and it will not sink, tried the deck gun no help.
Be sure you are using a legal version of the game, and don't use a NoCD crack; otherwise the copy protection handicaps the weapons.
Yep.
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Old 04-03-07, 07:57 PM   #15
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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.
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