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#1 |
Navy Seal
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I sank a empire freighter with one torpedo using GWX 2.1, so it can happen. It all depends on where you hit them, and if you happen to get a lucky shot. I usually always fire at least 2 torpedoes at a ship.
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"Some ships are designed to sink...others require our assistance." Nathan Zelk ![]() |
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#2 |
Briar Patch Runner
![]() Join Date: Oct 2007
Location: Tucson, AZ
Posts: 95
Downloads: 89
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During my current GWX career, at 80% realism, off the eastern coast of GB, I shot two eels at a med cargo. Both struck amidships. The crew cheer went up, the sunk ship icon appeared on the map, and the Cpts Log indicated credit; however after looking through the pericsope, it showed the ship, on fire and listing slightly but underway. I took the credit and ran expecting a ton of DDs to arrive on the scene.
My question is had I hung around, would I have eventually seen the ship sink, and is it normal for GWX to give credit if the engine determines that the damage was enough to cause the ship to sink? Thanks |
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#3 |
Helmsman
![]() Join Date: Mar 2007
Location: Moncton, Canada
Posts: 105
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Get this,
I ran into an enemy taskforce in the AN13 grid... It's the HMS Nelson(32'000 Tons). Range is 2400m, 87 AOB. Four eels in my salvo, 3 meter depth setting, Fast speed. First eel duds and sinks within 500m, at 1800m another one dies ![]() ![]()
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E2180 @2.6Ghz EVGA 8800GTS KO 640mb 2GB Ram - 22" Acer 1680 X 1050 GWX 2.1 w/ SH3 Cmd + OLC2 |
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#4 |
Grey Wolf
![]() Join Date: May 2008
Location: Depth-charged to Kingdom Come
Posts: 927
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About the damage model...
'Tis was my 4th patrol in a Type VIIC I was cruising along SW of the Rockall Banks and my crew sighted a lone Passenger/Cargo ship. Since it was calm seas and no escorts are around I decided use a deck gun on it. ![]() The first shot, it exploded like I hit something explosive. Just I fired the second shot, it exploded again and my Watch Officer said, "She's going down!" I was highly excited not wasting any more rounds on that thing. ![]() Is that random, or it could be I was just lucky I hit the fuel bunkers?:hmm: BTW, GWX rocks! Big time! ![]() ![]() |
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#5 |
A-ganger
![]() Join Date: Mar 2008
Posts: 79
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Try to stick with the convoy a little longer - The ships will eventually sink.
I would also advise keeping "Realistic Sinking Times" unchecked. It extends the sinking time of ships far too much, and is unrealistic. As far as the offical history of the British Navy is concerned, as well as other studies of merchant shipping during WW II: 80 - 85% of ships torpedoed between 1940-1945 sunk within 1 minute of the initial impact, with only 13% surviving for an hour or more. Some ships certainly beat the odds and survived single, as well as multiple torpedo hits, but these were the exceptions rather than the norm. Generally, ships that survived torpedo attacks were tankers (particularly tankers in ballast, but all tankers proved difficult to sink due to compartmentalization), and cargo ships carrying buoyant cargo such as timber or empty oil / fluid drums. In short, keep your current settings, but try to send two torpedoes per target just to be sure. If you insist on single torpedoes, aim your torpedo near the bow (if you are sufficiently skilled in manual targeting), or at the engine room (beneath the funnel(s) ). Given enough time, those two methods are the most practical ways to ensure one shot kills - but I usually only pick the nicest targets and send two to each. Regarding patrol tonnage: Be prepared for a dramatic drop in tonnage compared to SH3 Stock. If you are using high realism settings (limited fuel, realistic reload, dud torpedoes) expect to gain 30 000 on an ideal patrol. Anything above is exceptional. As stated in a previous reply, GWX is not really intended to be an arcade experience. You should find that you get tonnage totals closer to realistic values. Have fun, Phaedrus |
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#6 | |
Weps
![]() Join Date: Apr 2008
Posts: 359
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- Out of contact range with the sinking ship (I will usually get out of the escort range for a breather) - Took the magic carpet home b4 the sinking - Had yourself sunk by DD before the sinking... |
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#7 | ||||
Weps
![]() Join Date: Apr 2008
Posts: 359
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#8 |
Silent Hunter
![]() Join Date: May 2008
Location: Storming the beaches!
Posts: 4,254
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I would like to say that IMO the GWX team did a fantastic job of making realistic ship damage.
If you're having trouble sinking ships it's because you are unlucky or hitting the wrong place or both. The best place for a one hit kill seems to be the bow, where it begins to taper down, but not right on the prow. If you do it correctly the torpedo blast spot should be visible on both sides of the ship. I don't know how ship damage is coded or calculated or anything but ships with a big hole in the bow seem to plow themselves underwater in relatively short order. Also the manual says that cargo is a factor, so if you hit a 4000-ton freighter full of lumber then yes I can see it taking 2-3 hits. My only regret is that fires don't do damage over time. This should have been in the stock game. Whether the GWX crew was either unable to change it or didn't care to I'm not about to overlook all the fantastic features of GWX just to complain about that. Just my two cents. edit- tankers are another highly variable ship. For me they either take one hit or several. I wonder if GWX represents empty tankers with water ballast.
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#9 | |
A-ganger
![]() Join Date: Mar 2008
Posts: 79
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Agreed. If every ship exploded instantly and went to the bottom, it wouldn't be much of a game. As far as I have read in other posts, fire damage isn't implemented because the hard coding of SH3 doesn't permit it. |
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#10 | ||
GWX Project Director
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Concerning the selection of 'Realistic Sinking Times' you are advising GWX players incorrectly. Leaving it unselected can actually increase sinking times. GWX was designed with the intent that players have the 'Realistic Sinking Times' selected and active. I have lots more to say on the matter, but must leave for a real life engagement for a few hours. Read pages 85-87 of the GWX manual. |
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#11 |
Commander
![]() Join Date: Apr 2005
Posts: 459
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Any ships you damage with one torp will eventually drop behind the convoy. Depending on sea state (if you want to use the gun) and remaining torps (if they have a lot of deck guns), after you evade the escort's counterattack just fall in behind the convoy about 20 km and mop up the damaged stragglers as you encounter them.
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#12 |
Grey Wolf
![]() Join Date: Mar 2008
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I've left the "realistic sinking times" option checked since I started playing the game. In stock SH III I always found that ships sank far too quickly; most ships going down in about 1-3 minutes. GWX made it far more realistic in my opinion; ships sink much more slowly & don't break in half nearly as much as they do in the original game.
There's a mod that does enable the contact tails. Do a forum search for GWX Grey Contact Tails. The file says that it's for GWX 2.0 but it works fine with 2.1. P.S. Concentrate your deck gun fire on the target's waterline or hull. This will do the most damage with the least expenditure of ammunition. |
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#13 | |
A-ganger
![]() Join Date: Mar 2008
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I apologize if the information is incorrect, but I was basing my statements on the information provided in game in the Options menu. Under Realistic Sinking times it states "Ships will take longer to sink". |
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#14 | |
Navy Seal
![]() Join Date: Aug 2005
Location: Sinking ships off the Australian coast
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#15 | |
Weps
![]() Join Date: Apr 2008
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