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Old 10-02-06, 05:38 PM   #1
Capt.Crackerjack
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Default Please Check Your Math, VON CAPO

VON CAPO, with all due respect, you need to check your math, and refer to the torps required estimates as listed above by CWorth, which agree with my own experience. Using an average of 2 torps per merchant ship (finishing each off with 15-30 DG HE shells, spaced along the waterline, after the escorts leave the area) you will find that the following are typical 1940-42 good patrol results using standard GW1.1a:

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)

These results fit nicely with the historical records you reference and reflect my own patrol experiences. When executed properly, you should be able to pull down 2 (VII) or 3 (IX) merchant ships on every convoy attack set-up run, finishing them as stated above. With skill and some luck, you can often whack the same convoy 2-3 times over a 24-48 hour period, expending all torpedoes! Using this method, I once killed 13 merchants on a single IX blue water patrol with GW1.1a, although 9-11 is more normal. I believe you could even improve that score by harbour raiding.

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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Old 10-02-06, 05:48 PM   #2
Ducimus
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Quote:
Originally Posted by Capt.Crackerjack
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!
That smacks of a personal jab that's uncalled for.
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Old 10-02-06, 06:04 PM   #3
NeonSamurai
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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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Old 10-02-06, 06:12 PM   #4
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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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