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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Sonar Guy
![]() Join Date: Feb 2005
Posts: 377
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I have to correct some people. Ships will slow down if you hit them in the fuel reserve or engine room.
I have found that a Torpedo that is set to the right depth and hits a target under the main bride (IE middle of ship) will take out the engines most of the time. I have also found that if you hit a ship at the back near the propellers that this will also take out the engines. Did I 4 times in last patrol, stopped 4 Ships dead in the water, for I could surface later and take them out with the deck gun, when the rest of the convoy went away. As for them sinking... I don't see it usually. I don't have the damage bars on anymore so I can't tell you... But the top damage bar is for hitpoints, the bottom one is for water or sinking from flooding. 100% of the time I had to do the stupid hit points to sink a ship. Flooding part hardly ever moves it seems. |
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#17 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
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I'm convinced that flooding isn't working. I hit a Steamer doing 11kts in the front twice. Its bow was under water, propeller and stern up out of the water and still it steamed on as if nothing was wrong, even though the few parts of the boat NOT underwater were on fire.
I see a lot of people talk about "the right depth" for torpedoes, what's that exactly? I've tried at the waterline, I've tried below the water line and nothing seems to break the 'HP is all that matters' limit. |
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#18 |
A-ganger
![]() Join Date: Oct 2005
Posts: 78
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I've noticed that if you max out the torpedoman's damage passive (the lowest passive I think) and max out pre-heat, that you can actually get one hit kills.
I did this in my last patrol, slipped into a harbor and managed to 1 hit at least 2 medium - large cargo ships, however troop transports are still highly torpedo resistant. |
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#19 |
Seaman
![]() Join Date: Dec 2008
Posts: 36
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Somewhat. One of the ships I came across I hit with three steam torpedoes, but it was still moving. I had to surface and finish it off with the deck gun to claim my tonnage. It was fun, but I felt like I wasted three torpedoes for nothing.
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#20 |
Sonar Guy
![]() Join Date: Feb 2005
Posts: 377
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Seems to be 2 major upgrades you want to do.. One is upgrade the cook special meal (moral boast)
And 2nd is upgrade the passive torpedo damage. Make a world of difference. And with the cook special, you can pre heat torpedos. Can't wait for some mods to take this garbagge out and put torpedos at the damage they should be doing. Not this,,, oh upgrade me and I will magically somehow make the torpedo 2X more effective. ![]() |
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#21 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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The stock SH4 DM had loads of problems, including some real errors in the location boxes, etc (if they are wrong areas can be invulnerable, etc).
Looks like they might need to be entirely fixed in SH5 as well as they were in SH4 mods (RFB, among others). |
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#22 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
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Depends on the ship and where you hit it. Keelshots are far more effective than shallow hits.
Can take out most ship with 2 hits, some with 1, and other times 3 or more are needed. Flooding bar seems to indicate number of compartments open to water, not actual flooding level. Put 2 under the bow; in front of the bridge, spaced apart. Takes care of most. Those 16k transports go down with just 1. Maybe needs some tweaking, depending on who you ask, but wouldn't call it broken. ![]()
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#23 | |
Grey Wolf
![]() Join Date: Oct 2005
Location: Deep Waters
Posts: 871
Downloads: 31
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Guess I should change my sig since SH5 has an offline mode now ![]() |
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#24 | |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
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More proof this HP only thing is bunk, here's the Ark Royal with FIVE torpedoes in her (my Torp guy has all but one of the passive damage skills already). How this doesn't count as a kill is beyond me, but pissed me off so much I nearly deleted my campaign. ![]() |
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#25 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
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Her bow is resting on the bottom.
![]() Same problem as in SH3&4; harbor raids are frustrating because of glitches like that.
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#26 |
Torpedoman
![]() Join Date: Aug 2008
Posts: 116
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Back again with some more news from the front !
![]() As many of us here complain there sure IS something wrong with the torpedo damage and sinking in global! I've done a keel shot ( don't ask me how because it was with impact switched on) the ship took water and was pointing down in the bow. Now that same ship didn't want go down with 4 hits! repeat 4 hits! The next patrol 2 transports. 1 torp was enough for one of them the other sailed slowly away. Then i found a task force. Hit a battleship with 2 hits and still nothing wrong. Then the battlecruiser behind it completely exploded with one luck shot ![]() They should really do something about this stuff ESPECIALLY THE SINKING In silent hunter 3 you hit a ship and waited till it started listing and stuff. And after a while it just capsized and stuff like. This was realistic! Silent hunter 5: These ships don't budge and suddenly it says enemy unit destroyed and within 10 seconds it's on the bottom ![]() What kind of bs is that ! ![]() The creators did a good job with the entire u boat and stuff but really messed up the damage section and fighting! If this would be more correct i'm pretty sure more players would be happy. But i do have some good tips! Aim for the middle ! as low as possible. The engine room is under the bridge so mostly in the middle. Normally if you can rip up a ship right between two compartments he's done for! I think it all depends on which compartment u hit the ship. Big compartments means sinking but that's the problem lol ![]() they don't sink they just blow up ![]() |
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#27 | |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
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I've had ships destroyed without them actually sinking. The only time they plummet like that is when you blow away all their HP, which isn't strictly nescesary.
Quote:
![]() * Oh and iirc capsizing was rather a rare thing to happen, not realistic to have this happen all of the time at all.
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#28 |
Stowaway
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keep in mind i dont have the game so i dont have first hand experience but just from reading so many posts here and also talking to people about stuff i can say this:
1 - torpedos are not weak, if anything maybe a little strong because DD are often lifted clear out of the water sometimes when hit so i think its the ships that are just way too strong and they need to be weakened and not have the torpedos stronger. many people have also confirmed the general opinion that merchant ships need twice the number of torpedos to sink then they should really need. 2 - ships do continue to flood and sink from it but not all the time, they will continue to flood only after the flooding bar reaches about the 75 to 80% mark and that is usually with only a little of the damage bar left as well 3 - sinkings are terrible, a guy told me he sunk a ship in the harbor in around 10 ft of water and the ships bow went up in the air at a 45 degree angle so a full 70% of the ship was out of the water. he said it was like a dump trunk dumping its load. he went on to say sunken ships will dry hump the bottom like a xxx movie and never stop and come to rest as they should. 4 - in many instances time conpression is more likely to kill you then the enemy, the game will almost never drop you out of time compression except to give you the death screen Last edited by Webster; 03-07-10 at 07:01 PM. |
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#29 |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
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I've sunk liberty size (7k tons) sips with one or two torpedoes. I have seen some ships sink slowly after one hit without any encouragement from me. I've also seen some ships stabilise their damage after two hits and not get any worse and sail on regardless. I think the flames are disconnected, like they were in SH4, from the actual progressive damage, so even though a ship is on fire, the fire only indicates the amount of damage done so far, not damage being done progressively, which you could easily imagine.
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#30 |
A-ganger
![]() Join Date: Mar 2010
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Talk about agony, i ran into an unescorted convoy of 12 ships, damn near hit every ship at least once, and sunk 6. The other 6 were dead in the water, I tried gunning them to death, but the damn deck gun cant sink ships it seems without expending like 30 rounds. Firing below the watermark seems to do nothing at all flooding wise, you just gotta beat the hell out of their hulls...takes forever, So i had to leave 3 ships dead in the water.
BTW 2 task forces were 30KM away...didnt even bother to come help these ships......poor guys.... |
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