![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1 |
Ace of the Deep
![]() Join Date: Sep 2002
Location: Austria
Posts: 1,072
Downloads: 0
Uploads: 0
|
![]()
After doing 3 patrols in GWX, I noticed that on some ships the weak-spot "auto-aiming" doesn't work right, I think it was on the ammunition freighter, where I clicked that the torpedo should run into the forward ammunition depot, and when I fired it the stern ammunition depot was hit, I haven't had the opportunity to try if this works the other way round tho, e.g. when I aim for the stern depot, that the torp runs for the forward one, but on less than 1000m without the ship changing course or speed that's too much of an error in aiming. Second ship I noticed, where auto aiming seems screwed up is the second big cargo in the recognition manual, no matter which compartment I click at, the gyro angle won't change and at a range of 400m it certainly should, when I click first to aim for the rudder, and then for the fuel tank. When I fired the torp it hit the middle of the ship... if it would've happened only once I wouldn't even have noticed, but after I've sunk 4 or 5 from this ship type, always with the same procedure, going for the fuel tank first and hoping for a secondary explosion, and the torp always landing in the middle instead of a bit more forward, without any changes of the ships speed or course before the impact, I decided to investigate this matter, and saw that I can select any compartment I want the gyro-angle will always be set for the middle of this ship.
I know the obvious solution is to aim manually, but it's just convenient to use this. Is there anyway to play with unlimited weapon supply? Because I'd like to create a mission with all merchants available to check this out |
![]() |
![]() |
![]() |
#2 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
|
![]()
Try it on one of the stock ships
It may be it doesnt work with the new modded ships Maybe it doesnt work due to the rezoning for damage modelling To be honest I dont think any of the GWX team knew that function existed so its not something done deliberately If it does no longer work in GWX then its a cool side effect |
![]() |
![]() |
![]() |
#3 |
Sea Lord
![]() Join Date: Jun 2005
Location: Hamburg, Germany
Posts: 1,691
Downloads: 41
Uploads: 0
|
![]()
You can auto aim certain spots? Never knew this, but I've never used noob targetting, ever.
|
![]() |
![]() |
![]() |
#4 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]() Quote:
|
|
![]() |
![]() |
#5 | |
Rear Admiral
![]() |
![]() Quote:
Yeah, i used to do that when i first starting playing SH3. You have to get to within (under) 1000 meters to your target. Have Automatic TDC enabled, with the recognition manual open. You can acutally pick out where you want the torped to hit. Engine room, fuel bunker, ammo bunker, etc. Everythign except the Keel, which was represented, but didnt work right. The sum of it is, you literally blow ships apart with 1 torpedo every time. Because a "targeted" shot like that, resulted in a critical hit every time, hence, KABOOM. I think this is what's called the AutoTDC's "silver bullet effect", or rather, all you have to do is have a torpedo hit one of those compartments regardless if you aimed for it or not. Instant critical hit, 100% every time, garunteed. Playing like this, if you have 22 torpedo,s your garunteed 22 sunken ships. After awhile it got old, the game was too easy, and the tonnage highly unrealistc. I honestly felt embarrased for ever having posted a single "looky what i did" post having autoTDC enabled at the time.. It was my primary reason for shifting to manual targeting. |
|
![]() |
![]() |
![]() |
#6 |
Mr. Bad Wolf
|
![]()
Someone, not me, has investigated GWX zones.cfg file to put back this feature without altering the damage model of the ships or torpedo strength!
I haven't seen him posting this mod here, but he did at ubi forum...
__________________
![]() ![]() Download my mods from SHMF Follow my photography here taler dansk, speak English, spreche Deutsch, parle français, forstår svenska/norsk, comprendo castellano |
![]() |
![]() |
![]() |
#7 | |
Grey Wolf
![]() Join Date: Nov 2005
Location: Mar del Plata, Argentina
Posts: 871
Downloads: 0
Uploads: 0
|
![]() Quote:
ie : [2DCompartments] UnitPos=75,6,366,22 NbOfComp=6 Name1=Propulsion Area1=79,5,29,20 Name2=Keel Area2=151,1,200,11 Name3=Fore Ammo Bunker Area3=346,13,16,16, Name4=Aft Ammo Bunker Area4=149,13,16,16 Name5=Engines Room Area5=233,13,62,16 Name6=Fuel Bunkers Area6=297,13,26,16 Ref |
|
![]() |
![]() |
![]() |
#8 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
|
![]()
So basically for new ships the method employed at Ubi wont work I presume - ?
The 2d compartment coordinates are obviously not moved in new models to reflect the correct areas |
![]() |
![]() |
![]() |
#9 | ||
Ace of the Deep
![]() Join Date: Sep 2002
Location: Austria
Posts: 1,072
Downloads: 0
Uploads: 0
|
![]() Quote:
|
||
![]() |
![]() |
![]() |
#10 | |
Grey Wolf
![]() Join Date: Nov 2005
Location: Mar del Plata, Argentina
Posts: 871
Downloads: 0
Uploads: 0
|
![]() Quote:
In any case as Ducimus pointed the chance of a critical hit is increased by ten (not allways evident on GWX because the critical chance in most compartments has been reduced), and also the torpedo allways hit that zone with it's maximum power, so it's a covered cheat. Ref |
|
![]() |
![]() |
![]() |
#11 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
|
![]()
@ Viper
Possibly Maybe the torpedo charge was weak on that fish Quote:
http://www.mikekemble.com/ww2/walker.html |
|
![]() |
![]() |
![]() |
#12 | ||
Ace of the Deep
![]() Join Date: Sep 2002
Location: Austria
Posts: 1,072
Downloads: 0
Uploads: 0
|
![]() Quote:
|
||
![]() |
![]() |
![]() |
#13 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
|
![]()
lol I meant that even with the depth charge going off shallow close to the stern and the torp exploding 5m from the quarter deck there there was nothing wrong with Starling in so much that next they went flank and charged to sub
Eventually sinking it but yes ordinarily you would expect the props damaged at least but as you said the weather wasnt good so maybe the torp exploded prem close by Damn hope mercs dont have DC Bad enough when they get guns |
![]() |
![]() |
![]() |
#14 | |
Ace of the Deep
![]() Join Date: Sep 2002
Location: Austria
Posts: 1,072
Downloads: 0
Uploads: 0
|
![]() Quote:
Yeah I knew what you were getting at, but I've watched that torp going right where it should. |
|
![]() |
![]() |
![]() |
#15 |
Planesman
![]() Join Date: Jan 2007
Posts: 186
Downloads: 13
Uploads: 0
|
![]()
I've noticed this problem, too, but it seems to be sporadic. I remember it working on an attack against the HMS Hood while it was in port, but not against a Whaling ship. I remember it working against a large tanker, but not against some of the other ships.
However, the damage spots do show up on the Recognition manual, so all you really have to do is just aim the crosshairs of your scope where the damage spot is. I've been able to sink most ships pretty easily this way. I think some of the bigger ships are more armored than they need to be, though. I mean, for a test, I saved a game when I had a perfect shot lined up on a BB. I tried different scenarios in regards to what methods of hitting the BB work best. I found that one fish was not enough to seriously harm the ship, even when hit in the ammo bunker. Yet I found that even a second shot on the same location did nothing. Or a third. I think, and I'm sure that the GWX devs would back me up on this, that it is better to sink the bigger ships through multiple holes. Though I do think that a hit on the ammo bunker might be able to do more damage (not critical, but why would two consecutive shots on an ammo bunker spark no fires or smoke?). But in the end, if you really want to use the damage points, just try and "shoot from the hip" by aiming your scope in accordance with your recognition manual. |
![]() |
![]() |
![]() |
|
|