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#1 |
Rear Admiral
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7 Fish for one Ship?
holy crap.. I play With GW mod in the career and I mostly aim my Fish at her Engine compartment. just to get her Dead in the water. then I just watch the ship leaning towards one side and blast an 2nd fish into under her Bridge (also known as Command tower) On an lucky shot the ship breaks in 2 parts or she blows up but mostly she just roll over and sinks. the only times I would fire more then 4+ Fish is into an big bad Battleship...because those are defently worth it ![]()
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#2 |
Helmsman
![]() Join Date: Apr 2005
Posts: 102
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The ship lost its propeller from the first hit. The second torp made the ship lean to right. Then i shot 2 more torps, right in the middle. I waited the whole night for the ship to sink and my tired men to get some sleep and reload torpedo tubes. Well, i got the tubes reloaded, but the ship was still afloat. So i fired more fishes at it. No effect, after 2 hours i manned the deck gun and tried to shoot barrels the ship was carrying. You would expect the barrels to explode, right? Well they didn't! I got frustrated and rammed the ship, suffering 0% hull damage....
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#3 |
Grey Wolf
![]() Join Date: Jun 2006
Location: Keighley UK
Posts: 938
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yeah defo dont need that many eels for just a merch if its lone and has no weps just use the deck gun and as the guys already said aim for the water line
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#4 | |
Helmsman
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#5 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
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No way should take that many torps
Maybe its the GWUA addon I use GW1.1 and this is a clip from my current wolfpack campaign KTB of a convoy attack 0732hr Loosed stern tube 5 at T3 tanker lead ship 4th column Impact fuse 4m depth range 609mtr Impact close to stern - ship slowing XO using obs scope forward shouting out solution for bow target and immediately fired off tube 4 at C2 lead ship 5th column Impact amidships ship slowing to stop 0736hr Tube 6 811mtr impact fuse 4 mtr at slowing T3 - impact close to stern, ship moving 1 kt 0742hr Tube 5 now ready and solution set for 2nd T3 in column AOB not great so went for a keel shot mag fuse Torpedo exploded prem damn 0743hr 1st T3 finally went down GRT 10201 0744hr Bow tube 1 at C2 now moving again 4m impact fuse 930mtr range Impact amidships - target listing heavily but still moving at 4 kts 0746 hr Tube 6 ready again - great crew in that compartment Target the second T3 again Range 851 mtr impact fuse 4 mtr depth Impact amidships and T3 sank GRT 9942 0748hr Tube 3 solution for Coastal merc dead ahead range 1073 mtr 4m impact fuse Impact amidships and target destroyed GRT 2318 tonnes 7 torps to destroy 3 and damage a C2 - which I didnt manage to sink in the end as it still sailed off at 4 kts ![]() |
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#6 |
Stowaway
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Yea it deffinatly shouldnt take 7 torpedos a ton of deck gun shells and an inevitable ramming to take down a ship like that, though i have noticed that ships seem to get tougher as the war goes on, its like in 1939 they go down with 1 torp then later on they seem to need 3+ torps to meet the sea
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#7 | |
Helmsman
![]() Join Date: Apr 2005
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#8 |
Helmsman
![]() Join Date: Apr 2005
Posts: 102
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![]() Last edited by Teho; 07-22-06 at 01:51 PM. |
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#9 |
Torpedoman
![]() Join Date: Jun 2006
Location: Perth W.A
Posts: 118
Downloads: 63
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Have same problem .Before I installed GW mod most of the time two torps per medium merchant was plenty.Now like today put 6 in small tanker and the bastard wouldn't go down after 4 hours.I had to finish him off with deck gun.I was really pissed off
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