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#16 | |
Chief of the Boat
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#17 |
Mate
![]() Join Date: Aug 2011
Posts: 60
Downloads: 32
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thank you for posting the torrent, but we can't get torrents here. so far im sticking with the smaller downloads and having fun. i got one big one, the merchant mod that has the many many different types of ships and they look great too. I have a question. Are the "stock game" torpedoes doing correct damage? I had to use 3 to sink a 3500 ton ship and 2 didn't sink a 3250 ton ship. Or should I download a torpedo mod?
Scott |
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#18 | |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
Posts: 3,527
Downloads: 98
Uploads: 2
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It then becomes only a matter of staying in the vicinity and being patient until the fire and flooding take her down. Or, if you're in a hurry, (and the coast is clear), you can always surface and finish her off with a few rounds from the deck gun. ![]() |
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#19 |
Swabbie
![]() Join Date: Jul 2011
Posts: 11
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i did not know this, I thought the cheer meant that i hit the ship.. This will save me a lot of torpedoes because i been firing them until it sinks.. now when you said that i have to stay in the vicinity, does that mean if i go to far the ship won't sink?
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#20 | |
Rear Admiral
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Some ships do take more than one eel to sustain enough damage, so you'll just have to use your judgment - which you'll acquire through playing. A lot of things factor into it - where the torpedo hits, whether or not it was set for impact or magnetic, the weather, etc. But generally if you get one or two hits and it's safe to hang around and see what happens, just be patient. I've waited an hour or more (in game time, altho I might've shortened it a bit with time compression) for a ship to sink after one hit, but eventually it sank. You'll know the game has counted the ship as sunk when you get a message from your crew saying "She's going down!" Until you get that message, you must stay within contact range of the vessel. Once you're out of range, the ship "disappears" from the SH3 world and the game will never credit you with a kill even if it would've eventually gone down had you stayed around. But once you get the "She's going down!" message you are safe to leave even if the ship is still partially afloat. |
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#21 |
Mate
![]() Join Date: Aug 2011
Posts: 60
Downloads: 32
Uploads: 0
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ahhhhhhhh type of detonator might explain how many torpedoes it is taking me. I just hit a Panamanian merchant (if you are neutral you are the enemy because you can't make a firm decision) with 2 torpedoes right amidships from 1100m and it is still floating, but they didnt go for "impact" they were set for magnetic. I will try for impact next patrol as my 5 torpedoes are gone. Also i didnt know torpedoes could hit each other. Just had that happen with my first 2 i shot at the merchant, 3rd torpedo was a dud then last 2 hit.
I am enjoying this very much. Don't think i will be loading SH4 anytime soon. Scottj63 |
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#22 |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
Posts: 3,527
Downloads: 98
Uploads: 2
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#23 |
Rear Admiral
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Sinking a neutral may be in line with your personal feelings as a commander, but the game won't care. You'll still lose renown for it (unless you've edited the game files to remove the penalty).
Also, in theory magnetic fuses should create more damage and let you sink ships with fewer eels. An impact fuse requires actual contact with the side of the ship, and it has to hit at a relatively "dead-on" angle (as close to 90 degrees as possible) so the torpedo doesn't just glance off to one side or the other without the impact being enough to cause a detonation. In addition, if you hit too low on the ship where the hull starts to curve inward, the torpedo can glance off in a downward direction and not detonate. With magnetics, no actual contact with the ship is necessary - the fuse reacts to the electromagnetic field created by the ship's hull. So the angle of attack is not as crucial since you don't need a dead-on physical impact. Ideally the torpedo should run at a depth that will allow it to pass within a meter or so below the ship's keel so it will pass through the EM field while it's under the ship and detonate directly beneath it. If it detonates as planned directly under the ship, you blow a whole upwards through the keel. That will cause more damage (and more cumulative damage over a shorter period of time) than just punching a hole in the side. ![]() If you go for impact fuses, though, placement of the hit can be crucial. Personally I like to aim for just under the forward mast or just below the funnel(s). IIRC the first shot has a good chance of opening a hole that spans two different forward holds, which starts flooding in both of them. And under the funnel(s) is where the engine room is - kaboom! Also punching a hole in the bow when the seas are heavy seems to cause a ship to flood faster as its forward momentum makes it scoop more and more water into the hole. If you're attacking a warship or other armed vessel, aiming under any gun emplacements you see can also give you a good payoff, since that's usually where the ammo is stored. |
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#24 |
Mate
![]() Join Date: Aug 2011
Posts: 60
Downloads: 32
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Ok, I must be doing something wrong. As I type this in another window I have a M23b dead in the water 1000m in front of my Type IID (5th patrol, still alive 13,000 ton total, my IID has all optional equipment available) I hit it with 1 torpedo right between the bridge and the funnel, dead in the water, practiced with my flak gun on the cargo for a bit, nice explosions. time for coup de grace. torpedo, magnetic settings set for 8 meters. same placement. KABOOMMMMM. the smoke clears and the M23b is still floating. so i read what the senior captains have said, i wait a bit for damage to make it sink........Nope, what is this thing hauling? Cork? Or. I only have 5 torpedoes in my Type IID. So number 3 goes from 900m. Fast, Magnetic, 9 meters. Big KABOOOMMMM and the smoke clears and it is still afloat. So, I am catching my breath and getting rid of frustration as I type this.
I am playing the Vanilla SH3 with the Merchant Mod, but other than that the mechanics are what came out of the box. I don't know what i am doing wrong, but I am using a lot of torpedoes to kill ships that I seem to remember didn't take this much when I used to play. Well enough of my rant, I feel relaxed again, what the hell, a 4th torpedo should do it. All for 5300 tons. Scottj63 |
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#25 |
Rear Admiral
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Wow, and I thought ships were harder to sink in GWX.
![]() I don't know about that particular class of ship, it's one of IABL's medium merchants but whether or not it's harder to sink in general... there are some that are notorious for not wanting to give up the ghost (Passenger/Cargo comes to mind) but usually in my game one good magnetic shot directly below the keel is usually enough for anything in the small to medium range if I'm patient enough. Especially if I've already punched a whole in the side somewhere. I've never used the MFM ships with the stock game, though. It sounds like you're aiming all your shots at the same spot, and you might have better results if you varied them up. If I use two or more eels on the same ship I never try to hit the same part of the ship twice. I don't know for sure but the damage is registered in "hit points" by the game and I don't know that you get more of them if you keep hitting the same spot over and over again. I know in GWX it's mostly flooding that counts and causing it in different areas of the ship at the same time seems like the most profitable use of multiple detonations. OTOH if you are expecting the ship to sink or be counted as sunk as soon as the smoke clears from the detonation, patience may be the key here. IME it's rare to get a kill confirmation that fast, altho I'll admit my memories of stock are minimal. |
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#26 |
Navy Seal
![]() Join Date: Nov 2006
Location: Docked on a Russian pond
Posts: 7,072
Downloads: 2
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From what I remember from stock, aiming at the forward end of the stack of medium and large freighters would result in a large explosion and the ship would break in two.
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#27 | |
Chief of the Boat
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#28 |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
Posts: 3,527
Downloads: 98
Uploads: 2
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#29 |
Eternal Patrol
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'Stock' is what you put in soup to make it thicker. Or it refers to cattle. Am I missing something?
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“Never do anything you can't take back.” —Rocky Russo |
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#30 |
Rear Admiral
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