SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter III
Forget password? Reset here

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 04-03-11, 02:55 AM   #4
Frontier359
Sailor man
 
Join Date: Feb 2011
Posts: 44
Downloads: 12
Uploads: 0
Default

The problem was never really reacting to torpedo wakes. Reaction in fair weather is a given. Rather, merchants in vanilla SH3 were able to accelerate almost instantly or stop on a dime, essentially 'dodging' torpedoes.

Several mods made ship propulsion more realistic (e.g. Thomsen's Ships). Now if a moving merchant spots a torpedo wake, she won't be able to stop in time to avoid it or speed up quickly enough to outrun it. Her inertia won't allow it, which makes perfect sense.

On the other hand, escorts should be quite capable of evading torpedoes if they see the wake early enough. They were built for speed and maneuverability.

When in doubt, use electric torpedoes.
__________________

Let's Play SILENT HUNTER 3
Frontier359 is offline   Reply With Quote
 


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 04:41 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.