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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Ace of the Deep
![]() Join Date: Jul 2002
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Okay, so there is no immediate feedback that a target is history?
So, what do most people do then, just put two fish into something and leave it be? If it takes one or two hours for it to go down and you have sailed off will you still receive credit or do you need to maintain a certain range? What about the deck gun? Just aim for the waterline or try to start fires on deck? Final question: I am confused on to fish settings. Should I go impact or magnetic? Should I set depth to hit the hull or go with magnetic and pass underneath? Thanks.
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War games, not wars! --- Only a small few profit from war (that should not stand)! |
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#17 | |
Sea Lord
![]() Join Date: Feb 2004
Location: San Francisco, California
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I think the Medium Cargo is based on the C2. There must be something funny about that ship. But I have sank them with 1 magnetic torpedo also.
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U.Kdt.Hdb B. I. 28) This possibility of using the hydrophone to help in detecting surface ships should, however, be restricted to those cases where the submarine is unavoidably compelled to stay below the surface. http://www.hackworth.com/ |
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#18 | |
Grey Wolf
![]() Join Date: Jan 2002
Location: Holland
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#19 | |
Grey Wolf
![]() Join Date: Apr 2005
Location: Sweden
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I have always consider the "C2 medium cargo" difficult to sink |
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#20 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
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Matters not as you have the message so you can leave A drop in speed is usually a good indication IF it will sink May still stay afloat even when stopped though - you can leave but if you move over 50km away the ship leaves your rendering area so will respawn as a healthy unit Below water is the best place - starting fires on deck will reduce the hitpoints on a ship but below waterline shots will also increase flooding Magnetics should be around a meter BELOW the keel Of course in rough weather thats not always easy to do and in rough weather mags tend to explode prematurely more often |
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#21 |
GWX Project Director
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Regarding the OP issue concerning the medium cargo in the torpedoes training mission.
I just sunk one with one torpedo. Took two hours to sink. Nothing is wrong with it in GWX. Please refer to the GWX manual regarding damage model methodology in GWX. One torpedo will not always do the job... but usually it will. |
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#22 |
Stowaway
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I just sunk that exact ship about 10 minutes ago off the coast of Spain. GWX 2.0 dark in a horrible storm. I got seasick almost. 2 torpedos right in the ass at minimum depth contact pistol at abot 900 meters. She sunk in 5 minutes ass first. This is my 2nd patrol, October 1939. I was so scared because I am still bad with torpedos and could not use my deck gun in the storm. BDU sent down a ban on magnetics so I went with contact and they both detonated.
I play 92% realism also (I like the free outside camera) and it was all me. What a GREAT feeling to manually hit targets. ![]() |
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#23 | |
Chief of the Boat
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#24 | |
Helmsman
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But hell, five I've never heard of... Gute Jagd Buhring |
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#25 | ||
Sea Lord
![]() Join Date: Feb 2004
Location: San Francisco, California
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__________________
U.Kdt.Hdb B. I. 28) This possibility of using the hydrophone to help in detecting surface ships should, however, be restricted to those cases where the submarine is unavoidably compelled to stay below the surface. http://www.hackworth.com/ |
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#26 |
Gunner
![]() Join Date: Sep 2012
Location: Gulf of Aden dodging Catalinas.
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Morning my fellow Kaleuns.
Just hit a medium cargo heading east from Halifax on 13/4/42. Aimed shot from 600m in the fuel bunker running at 4m. AOB was 90 deg. Solid hit amidships. It just zigzagged off, lost no speed and two hours later no sign of foundering. ![]() Seriously tough ships. I only needed two to sink the Ark Royal last year.... ![]() It was in an Atlantic gale so mag keel shot was a no no. Any tips or just better to hit them forward and let them drive themselves under? ![]() Riccardo U-501 |
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#27 | |
Grey Wolf
![]() Join Date: Feb 2006
Location: In the mountains, now. On the edge of the sea before.
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It's been a long time since I needed more than one torpedo on a merchant of any size in rough weather. They almost always go down if you hit that sweet spot.
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"Well, now, that's true... the IXC is a bit of a chick magnet..but you really can't beat the VIIB for off-road fun." |
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#28 |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
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You'd think they would be Passenger/Cargo's instead. Those are notorious to stay afloat, no matter where or how you hit them. Often suspected of carrying shipments of ping-pong-balls.
I have no other suggestions either. Aiming at the forward mast usually does the trick. Unless you have mods that changed this particular unit class. |
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#29 | |||||
Sea Lord
![]() Join Date: Apr 2007
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Agree, the passenger/cargo ships seem to be the worst.
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During convoy attacks, I'd say that about 25% of the time a single torpedo will cause the ship to explode and sink. It's both fun and sad to see a ship explode on the first hit and then see your second torpedo also plow into it. Fun for the bonus explosions, sad for the wasted torpedo. Quote:
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If you are intentionally using magnetic pistols, you should aim about .5 meters under the target draft so that it passes closely under the target's hull. My understanding is that if you achieve a standard impact hit with the magnetic pistol on the impact pistol is what does the detonating. I believe I have read people say you can make high-angle impact shots with the magnetic pistol and it will detonate on impact anyway even though the impact pistol would not work at such glancing angles. I don't know if that is true or not. I only use the magnetic pistol when purposefully shooting under targets. I mostly use them for killing pursuing escorts with down-the-throat shots. Steve |
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#30 |
Captain
![]() Join Date: Apr 2014
Location: Victoria, British Columbia, Canada
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That was a theory of mine.
Some ships seemed to be more or less "indestructible". They are put there so as to make you waste your ammo by firing more shots than are strictly necessary. If you take the bait, then it's the same net effect as if you had dud torpedos (or other failures) enabled. If I have to put 3-4 torps into 1 merchant, then I conclude I was being baited and I hit "alt-f4" to quit and get my weapons back, then go off looking for an easier target. If I set 6m depth against a small/coastal merch. I can usually get 1 shot, 1 kill if aiming at the 'midships' mark. I know it's bait if that same ship can take 3 hits before sinking or blowing in half. It also seems that if you do a lot of damage in a short space of time, 2 torpedo strikes within seconds of each other, vs 3-4 separate hits over 10-15 minutes, you are more likely to sink it quickly, than let the damage control teams try to repair and restore. That is, the longer it takes you to sink it, the more likely it will be that you will have to fire another shot. ...and another...
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Because I'm the captain, that's why! |
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