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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
A-ganger
![]() Join Date: Nov 2004
Posts: 80
Downloads: 35
Uploads: 0
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You have from September '39 to June '40 to do it (if you take it first), that should be plenty of time with the stock traffic. There are lots of convoys and they use shipping lanes so you can pick up a lot of tonnage patroling south of Ireland and west of the westernmost tip of England. A few convoy lanes come together right there and it's good hunting.
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Commence to Jigglin |
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#2 |
A-ganger
![]() Join Date: Mar 2010
Posts: 78
Downloads: 0
Uploads: 0
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Put the torp under the hull magnetic setting, youll snap the boat like a twig with one shot if you do it right.
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#3 |
Navy Seal
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I find the ship damage model to be surprisingly broken right now. Not completely broken, but it seems to follow an all-or-nothing logic. Either your torpedoes outright destroy or sink the ship, or it keeps sailing forward after 2, 3 torpedo hits. I've had very few instances of propulsion damage or partial flooding that substantially affected a ship.
Something to be fixed soon hopefully. I know iambecomelife said he was already looking into remodeling/rebalancing ship damage a bit. |
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#4 |
Loader
![]() Join Date: Mar 2010
Posts: 90
Downloads: 16
Uploads: 0
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I thought this would be a bit much too, but then I ran into a nice big convoy without escorts and it was a field day to finish off the second half of the goal.
http://www.subsim.com/radioroom/show...&postcount=497 I've seen ships take silly damage on occasion and keep going, but most I've hit require two torps max. The flooding aspect does seem rather suspect. The damage model looks really frustrating when there is a ship completely ablaze and half underwater and it keeps plowing along... |
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#5 | |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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I surface and put two rounds into him and he sinks. |
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#6 |
Navy Seal
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Well, as far as I understand, all the damage model controls are mostly identical between SHIII/IV and V. So hopefully that's something that either patches or mods will bring to a more reasonable state soon.
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#7 |
Seasoned Skipper
![]() Join Date: Apr 2005
Posts: 665
Downloads: 79
Uploads: 1
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And just like stock SH3/SH4 it's coded to run out of "ship health points" more likely than it is to sink due to flooding/buoyancy. Also the 8.8cm deck gun is coded to do a craptonne of damage.
Natural Sinking Mechanics and similar mods for SH3/SH4 simply (ok, it's not so simple) jacked the ship HP high enough that you'd have to obliterate a target with torps before HP dropped to 0. The much more common method then became sinking due to flooding (which was also heavily tweaked, requiring a ton of work/testing). Does anyone know what happens if you don't complete any/enough of the missions? Do you "fail" or what? |
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#8 |
Grey Wolf
![]() Join Date: Jul 2008
Location: Sweden
Posts: 831
Downloads: 101
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you dont fail
History just runs its course.
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![]() Liverpool is my relegion, Anfield is my church. True believers never walk alone. |
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#9 | ||
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
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As for not being able to get 100k ton, I'm in Dec '39 and have found 5 super large convoys (12+ ships each) and 4 of them were totally unguarded. There's plenty of traffic it seems, just need to actually be able to kill things ![]() |
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#10 | |
XO
![]() Join Date: Apr 2005
Posts: 410
Downloads: 18
Uploads: 0
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I know, I did this in other SH's but that apart , in those other SH games a single shot (not under the keel) would kill a ship or at least cripple it or slow it way down and then you could pick those off with you DG after the DD cover had gone. |
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