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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Loader
![]() Join Date: Jun 2006
Posts: 84
Downloads: 28
Uploads: 0
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![]() ![]() Type VII: 14torps/2torps per ship = 7 merchants (your info lists 8 as record) Type IX: 23torps/2torps per ship = 11.5 merchants (your info lists 14 as record) ![]() If this level of realism does not suit you, then as others have stated, you may be better suited to use the children's arcade version of GW, or just the stock SHIII. Better yet, perhaps you could try shooting fish in a barrel? You might really enjoy that! ![]() |
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#2 | |
Rear Admiral
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#3 |
Ocean Warrior
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Personaly i found it easier just to increase the torpedo and shell damage and radius effects untill i was getting results that were in my view more realistic.
Unfortunatly with that damage model, some times it is quite realistic, and sometimes it is utterly absurd, especialy with certain ships. Also i will add that the reports on how many torpedoes it took to sink a particular ship often varry wildly to the actual truth (based on assessing the damage to the ship by diving it). duds and premature explosions being the 2 big ones that can throw it off, especialy as alot of sub and uboat skippers didnt actualy see the shots hit, only heard explosions. |
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#4 |
Rear Admiral
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Just FYI, if you take the stock damage model, lower the torpedo damage to like 25 to 30, or 30 to 35, then increase the radius to 7 min, 7 max, ive found that two contact hits, 95% of the time will not result in a sinking. Two magnetic hits under the keel resulted in a sinking 98% of the time. Exception being small ships like a tramp steamer. 1 contact hit did nicely.
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