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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
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Given the way the NYGM damage mod works, I don't think that increasing your damage per round will do much at all for you. Since hits above the waterline do nothing to sink a ship, and hits below would already breach the compartments to begin flooding, so as I understand it more damage, or even repeated hits, to a particular compartment won't have much effect with regards to sinking quicker.
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#17 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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The NYGM damage mod among other things raises the hitpoint on ships which is why they sink more than blow up Boosting shell damage would reduce the amount of hits needed to reduce those hitpoints to 0 But if all your going to do is boost the shells to nullify the increased hit points it makes no sense having the damage model in May as well use stock shipping and damage IMHO |
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#18 |
Grey Wolf
![]() Join Date: Mar 2001
Location: Sydney, Australia
Posts: 818
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Most freighters were sunk by single torp hits (not great transverse bulkheads, and not designed with having holes punched in them in mind - as opposed to a warship where that sort of damage is anticipated), so how 'realistic' is the modified damage model?
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#19 | ||
Commander
![]() Join Date: Mar 2006
Location: Addison ME
Posts: 469
Downloads: 6
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#20 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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And most freighters were not sunk by 1 torpedo or that would be the way the damage model worked I take it you have some evidence of that ? Cos I am pretty sure the NYGM team have plenty of evidence to the opposite or they wouldnt have gone in that direction |
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#21 | ||
The Old Man
![]() Join Date: Mar 2005
Location: Poland
Posts: 1,501
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#22 |
A-ganger
![]() Join Date: Feb 2006
Location: Sweden
Posts: 77
Downloads: 2
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not sure about the dmg mod but it only took 15 min to sink royal oak with 3 torpedos i belive
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#23 |
Rear Admiral
![]() Join Date: Mar 2005
Posts: 13,224
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Well there is such a thing as luck you know
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#24 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
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Nobody said its perfect which is why its being remodelled in GWX but IMHO still a lot more realistic than stock
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#25 |
A-ganger
![]() Join Date: Feb 2006
Location: Sweden
Posts: 77
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Dont get me wrong i still like your mods all always use them best mods i have seen for any game so for made by private persons. But i hate when i have to fire 3 torppedos at a medium cargo ship. but its probely becuse i a newbie at this game so far. I will try yo fire and aim witout locking next time
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#26 |
中国水兵
![]() Join Date: May 2006
Posts: 272
Downloads: 162
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@yobert
I know the feeling, but it's just the way it goes sometimes. My two "worst" occasions were a Medium Tanker, in dock, that took 5 torp hits to sink and a Small Merchant that took two torps and all of my Gun Ammo to go down. It happens! Think of it as balancing out all the times where a Large Tanker or Light Cruiser goes up in smoke with just one hit, lol |
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#27 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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Yes the only real drawback with auto tdc is it puts all your torps dead amidships so there is no spread of damage All comes with experiance ![]() we have all been there at one time or another Glad you are enjoying GW ![]() |
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#28 |
Sea Lord
![]() Join Date: Sep 2006
Location: Adelaide, South Australia
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Or you could switch to "salvo", just make sure your spread isn't too wide or you may miss completely.
The only drawback is sometimes 1 torp does the job, and then you've wasted at least 1 other torpedo, if not more. ![]() |
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#29 |
A-ganger
![]() Join Date: Feb 2006
Location: Sweden
Posts: 77
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I have started to aim for the hull now and not detonate under the ship now. Ships go down alot faster now. Always thougt it was best to detonate under the ships guess i was wrong =)
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