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Old 05-24-10, 09:55 PM   #1
gimpy117
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Ill try to lock thing!
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Old 05-25-10, 02:28 AM   #2
Deep One
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Thanks guys.. managed to figure out some parts myself like those dots with numbers on them.. first time I launched my torpedos two missed and one made a critical hit then I load my game again and this time I only shot two torps out which both hit the target but the bastard was still sailing onwards.

Any mods out there that make torpedos to 300-400 damage or more? I hate to waste 4 torpedos on one merchant.
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Old 05-25-10, 03:16 AM   #3
jwilliams
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Quote:
Originally Posted by Deep One View Post
Thanks guys.. managed to figure out some parts myself like those dots with numbers on them.. first time I launched my torpedos two missed and one made a critical hit then I load my game again and this time I only shot two torps out which both hit the target but the bastard was still sailing onwards.

Any mods out there that make torpedos to 300-400 damage or more? I hate to waste 4 torpedos on one merchant.

You dont need to have your torps do more damage. You can install the mods I've highlighted red to make ships behave more realistic. This is more realistic than having your torps do crit hits.

My mod list :-

Quote:
Generic Mod Enabler - v2.4.0.145
[D:\Simulations\SilentHunter5\MODS]

Accurate German Flags
BRF 1.3 full
GWX Compass Rose Grid for SH5
MightyFine Crew Mod 1.2.1 Alt w beards
MapNameFix
Enhanced FunelSmoke_by HanSolo78
Reboot's Hot Soup 1.0
Grossdeutscher Rundfunk
Icebergs in Campaign v1.2
Nauticalwolf's_Poster_Mod_v1.0
sobers cremebrulee mod
Damage assessment
KillerAI MOD v.1.02
No Damn Bubbles, No Damn Halo Mod
NDB,NDH OM#1 - No Dialog Indicator
U-boat Historical Specifications 1.3
A Fistful of Emblems v1.51 (Weathered)
Sub_Exhaust_1_0_2_byTheDarkWraith
AilRain 1.0
AilMoon 1.5
AilBubbles 1.0 Micro
AilClouds 3.0
AilDeckwave 1.0
AilImpurity 1.2 light
NewUIs_TDC_2_7_1_ByTheDarkWraith
NewUIs_TDC_2_7_1_alt_officer_wounded_by_naights
NewUIs_TDC_2_7_1_AltAdvSpeedGraphics_by_naights
NewUIs_TDC_2_7_1_ColoredShippingChart_by_reaper7
NewUIs_TDC_2_7_1_emtguf_rework_scopes
NewUIs_TDC_2_7_1_MinimalDials_TDC
NewUIs_TDC_2_7_1_Twisty_periscope_thingies
NewUIs_TDC_2_7_1_WWIIInterface_by_naights
I prefer realism but it isnt everyone cup of tea. So if you still want your torps to do more damage then this mod will do that :-
Critical Hits for Torpedos

Good hunting
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Last edited by jwilliams; 05-25-10 at 03:26 AM.
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Old 05-25-10, 04:35 AM   #4
Deep One
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Hey thanks! I managed to changed the torp damage myself with S3D (v0.9.9) I wonder if they take effect in my savegame or I must start a new game?

I made the torpedos predictable.. now one torp hit should blow the entire ship up that should make it easier to avoid getting my sub's arse handed to me. I mean I don't have to surface and hammer the ship with my deck gun which makes my sub visible to the enemies.
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Old 05-25-10, 07:33 AM   #5
Itkovian
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BRF and Damage Assessment really do help, quite frankly.

Or at least I think, I never seriously played without those mods. The end effect however is that it usually takes some time for ships to sink, and so you may have to fire another torp or use the deck gun to finish them off. But if you see the ship getting lower in the water, odds are it will sink on its own.

That said, I also use the torpedo crits mod. I just don't like the idea of ships having hit points... there are any number of ways a single torp could sink a ship, so that mod helps create a good variety (sometimes it'll take me 2 torps to sink a Liberty, and from time to time, rarely, a single hit will shear off the bow and the likes).

Still took me 3 torps to sink an aircraft carrier.

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Old 05-25-10, 07:44 AM   #6
commandosolo2009
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yeah the interface is gay no doubt, but eels sink ships too..

" The best firing solution against a ship, is from 90 degree angle at about 800 meters"

damn Germaniawerft had no sonar at the time.. with sonar, you are the king since you dont have to raise the scope anymore.. just a ping.. then a ping... then a ping... then a ping...then a BOOM!!!







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Old 05-26-10, 05:41 AM   #7
Seefer
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If you've put any points into the Torpedo man's abilities such as enhanced torpedo range & power, you might also need a 'torpedo fix' mod like the one below. There's a bug in the game where the TDC doesn't appear to factor in the enhanced performance of the torp upgrades, thereby throwing out calculations.

http://www.subsim.com/radioroom/down...o=file&id=1849
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Old 05-26-10, 08:32 AM   #8
scrapser
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I thought you needed a constant Internet connection or the torpedoes will stray off target? Isn't that the meat and potatoes of this sim?
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