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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Mar 2010
Posts: 12
Downloads: 1
Uploads: 0
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Oh hell yes thank you
![]() Yes i am not a 100% realism fanatic like some. But it has always bothered me that torpedo damage and cannon damage were only shadows of themselves. In reality 1 torpedo could sink any ship or even 1-2 shots from the cannon on deck could have also. In reality most ships in WW1 WW2 were all sunk by only 1-2 torpedo hits. What i am saying is.. There was always a chance that a shot could get lucky (even a cannon shot) and blow a ship in 1 shot. Ie hitting stored munitions,fuel etc. Thanks for this |
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#2 |
Loader
![]() Join Date: Jul 2007
Location: Germany
Posts: 83
Downloads: 11
Uploads: 0
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Version 1.1 is now much better. You cant sink a DD anymore with 3-4 shots + AP but its still possible to win a 1 vs 1 surface fight vs a DD, if he doesnt get that lucky
![]() i think the HE damage vs merchants is fine now. They still can take some shots but you wont waste 20 + shells without doing anything |
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#3 | |
Eternal Patrol
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I like the idea of mods that make things more fun, even though I am a reality freak. But I do have to take exception with the idea that it being easier is reality.
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Here is a tanker that took two torpedoes and eighty-seven rounds from the deck gun. http://www.uboat.net/allies/merchants/ships/1964.html Look through these lists. You will find that two or even three torpedoes was the norm, and nowhere will you find a ship blowing up from a lucky hit from a u-boat's deck gun. http://www.uboat.net/allies/merchants/listing.php
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“Never do anything you can't take back.” —Rocky Russo |
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#4 |
Torpedoman
![]() Join Date: Mar 2010
Location: Wisconsin
Posts: 111
Downloads: 14
Uploads: 0
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I like it. Still takes a lot of shots to take down a ship but you don't run out of ammo on just 2 ships.
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#5 | |
Loader
![]() Join Date: Jul 2007
Location: Germany
Posts: 83
Downloads: 11
Uploads: 0
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Thanks, i dont want to have a shot em up game but i neither want to waste 30+ shells per ship. I think i found a good middle way. |
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#6 |
Nub
![]() Join Date: Nov 2010
Posts: 2
Downloads: 54
Uploads: 0
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thanks you very much
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#7 | |
Commodore
![]() Join Date: May 2007
Location: Sneek, The Netherlands
Posts: 635
Downloads: 43
Uploads: 0
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Wasn't it so that 1 torp hit would normally be enought to get a ship out of the convoy and thus easy pickings for the sub? And later in war it was normal to fire at least 2 torps per ship. And end war to fire a complete spread at the target? |
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#8 |
Swabbie
![]() Join Date: Nov 2009
Posts: 12
Downloads: 28
Uploads: 0
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#9 |
Helmsman
![]() Join Date: Jan 2009
Location: Area 7
Posts: 110
Downloads: 86
Uploads: 0
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Hello all,
Can someone upload the critical hits deck gun to subsim? I can't get the easy-share link to work. I have the critical hits torpedoes and it's great, so I would love to round it out with the deck gun too. ![]() Thanks. |
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#10 |
Helmsman
![]() Join Date: Jan 2009
Location: Area 7
Posts: 110
Downloads: 86
Uploads: 0
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Still hoping that someone with a copy of this mod will upload to subsim. Getting ready for a new campaign and would love to throw this mod in the mix before doing so. Thanks to anyone can help.
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#11 | |||
Mate
![]() Join Date: Apr 2007
Location: Hertfordshire UK
Posts: 56
Downloads: 19
Uploads: 0
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#12 | |
Helmsman
![]() Join Date: Jan 2009
Location: Area 7
Posts: 110
Downloads: 86
Uploads: 0
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#13 |
Sea Lord
![]() Join Date: Dec 2009
Location: In my U-552 and Tiger
Posts: 1,732
Downloads: 788
Uploads: 0
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I wish more relistic and more difficult "critical hits for deck gun" mod, but I exceptionally like, that you never know what the effect of your fire will be.
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U-552 Tiger IDF |
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