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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | ||
Lucky Jack
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[quote=Kpt. Lehmann]
Quote:
![]() ![]() As far as the ships sinking realistically, your team is dead on with it in my opinion and my opinion is not humble. The slow sinking aspect you have placed in the game was definitly missing in the vanilla version! Keep up the good work!!! I will surface when GWX is ready to go ![]() ![]()
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#2 |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,033
Downloads: 69
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To contribute...
IIRC the attack scope zoom factor was increased to 10x in GW from the stock 6x. That could explain the "wall" - I had it too. I can confirm (based on one experience, heh) getting credit for a kill even if you didn't see it go down. I had sneaked into Portsmouth and found 2 CLs moored there - a Dido & a Fiji class. After taking care of business I decided that discretion was the better part of valour, and sneaked back out. I had already sunk the Fiji, but although I had put a couple of eels into the Dido she still had not sunk, although she appeared to be settling into the water. After some time later, after I had transited the Channel, I checked my logbook. Sure enough, the Dido was listed there, as was the Fiji. |
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#3 |
Grey Wolf
![]() Join Date: Mar 2001
Location: Sydney, Australia
Posts: 818
Downloads: 3
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In reality a 5-6000 tonne merchant ship would be lucky to last 10 minutes after 2 torpedos, and in many cases went down in less than 5. Even a single torp would sink most. An important factor was cargo. Iron ore etc. made them sink like bricks, while volatile cargoes made them floating bombs.
The idea of putting 2-3 torps inot a modest sized merchant and waiting 30 minutes is a nonsense, but might be a consequence of nerfing the equally ridiculous stock damage model, where a BB would be sunk by 1-2 torps in a matter of minutes. U-boat commanders would often fire a single torp at a target of around 5,000t to see what would happen, occasionally finishing them off with the deck gun or another torp is that proved necessary (the choice dictated by weather and tactical situations). You can find plenty of descriptions of the sinking of merchant ships by survivors on the web. A sample of them will show you what I have written is pretty representative. Trouble is how to do that in the game without making other, more hardy ships, equally easy to sink. |
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