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#1 |
Eternal Patrol
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I had one do that just last night. He took two torpedoes and proceeded to run away at 11 knots - for about 10 minutes. Then he slowed to 5 knots, and about 20 minutes after that he stopped. About 20 minutes later he sank.
I agree it shouldn't happen consistently, but as for an unarmored ship taking that punishment and keeping going, USS Whale put eight torpedoes into a single merchant over a period of several hours before it finally sank. Some of them were duds, but the ship ate several good ones before finally surrendering to its fate. I'll try to remember to bring the actual account tomorrow. It shouldn't happen often, but it did indeed happen.
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#2 |
Grey Wolf
![]() Join Date: May 2005
Location: Somewhere over there
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But this physically makes no sense.
I have seen footage of live shots. How the hell can a ship survive such a hit? Now if the blast was too far below the hull, that I can see, but when the shot is just below the water line? |
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#3 |
Watch
![]() Join Date: May 2009
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A split freighter took 4 (1 disabled, 3 to finish it off) fish to sink the other night yet a lucky hit on a battleship blew it bits in 1 shot, luck is a factor I find.
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#4 |
Officer
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The large modern composite is a large ship.
There are actual reports of badly damaged freighters getting back to base despite enormous damage, from torpedos, bombs, evan mines... Bulkheads can contain the flooding. Water pumps can eject the water if the flooding is not serious. Damaged engines can be repaired over time. Just like your damage control team works hard, so is theirs. Trying to stay alive... I find this very realistically done. A big bravo to the RFB team for their efforts to create these sinking physics. ![]() You can shoot a hundred shells to a ship, but it will not sink. Happened many times in real patrols. Except if the shells are properly aimed to create additional flooding. Of course, one can always return to stock sinkings, shoot the masts only and the ship sinks... ![]() |
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#5 |
Frogman
![]() Join Date: Jan 2006
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You have to remember that in RFB, the Damage Model for ships is being changed from a "Hit Points" type system to a "Flooding" type system. Also the civilian (Merchant) ships damage models have been reworked on by Luke & Observer, and the warships have not been done yet.
Luke is still working on the Destroyers, then on to the larger warships. You can get ships to sink with 1 torpedo, but you have to be very lucky and hit the right spot. In most cases you are going to need to use multiple torpedoes on the merchant ships to get them to sink.
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#6 |
Navy Seal
![]() Join Date: Feb 2009
Location: Kentucky
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What kind of footage are you guys refering to? If you are talking about more modern torpedo tests you should not even compare those with a WWII tropedo modern fish are far more powerful than WWII era ones.
It can be annoying getting some nasty hits in game and the ship sail away at the same time you can also see a huge ship go down from one torpedo which is with WWII torpedos pretty unlikely. Like the T3 tankers I have seen those slpit in half from just two fish while playing as a U-boat in SH4 that is a little over zealous. |
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#7 |
Grey Wolf
![]() Join Date: May 2005
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Oh, I have no problem wit the ships being hard to sink. But to flee off at maximum speed is just not real. First off there would be drag caused by the damaged section of the ship, second the engines or boilers would be damaged, and need repair if possible. The ship should continue on if the damage did not take out the engine, but if the engine just got hit by several hundred pounds of explosives, then the ship should lurch to a halt, while repairs are carried out. Not zip off at flank speed.
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