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Old 04-06-06, 11:27 AM   #18
tycho102
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Some cargo ships were notoriously difficult to sink, in a large part due to the actual kind of cargo they were carrying.

Warships are difficult because they are so compartmentalized. However, their current "material condition" should also come into play, and I seriously doubt Ubisoft modeled that into the game. Two torpedoes into a "yoke" will flood a lot more space than two into a "zebra". Contrary to popular belief, even in times of war, a warship does not cruise around at zebra. A modified zebra, sometimes, but the beer must flow and closed doors slow the flow.

Putting two torpedoes into the same area should do a lot more flooding than two in seperate areas, depending of course on the actual compartment you're breeching. That outer hull is very thick, and if you can slip a torp past it, you've got a much better chance of cutting into vital piping and ballasting. But this isn't modeled, either.




Other than that, everyone needs to remember that with mechanical detonators (impact dets), you need perpendicular hits. This is completely modeled, although it might not be modeled all that great. You've got a cone of about 35 degrees, and outside that, the pin doesn't stike hard enough.

If your torps aren't going off, you are hitting the boat too low -- where the hull is so curved, you cannot get a flat hit with a torpedo -- or you aren't perpendicular with it's heading. If the draft is 9.5m, don't shoot below 6m on impactors. If the draft is 3.5m, don't shoot below 2m. (basically, 60% of it's draft)
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