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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Seaman
![]() Join Date: Apr 2009
Posts: 42
Downloads: 6
Uploads: 0
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I remember getting a lucky one shot kill on a Yamato. It was hilarious.
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#2 |
Stowaway
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we cant help you without knowing which game version and what mods you are using.
if you want help we need this info ![]() |
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#3 |
Nub
![]() Join Date: Jun 2007
Posts: 3
Downloads: 4
Uploads: 0
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I'm having the same problem with a lone merchant right now. I've hit it with 3 of my 4 last torps and close to 100 HE shells. Many of these hits with the deck gun have been at very close range and many have been on or below the waterline. The medium tanker has been cheerily burning now for twelve hours and still cruising along at 7 kts. Something odd I noticed is that when I hit the ship I can see the holes in the side of the ship, but if I save the game and then reload it, the damage has dissappeared. This also seems to happen if I lose visual in the fog and rain.... when I reacquire it the holes have healed over.
SH4 Gold 1.5 RFB_v1.52_102408 |
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#4 | |
Sailor man
![]() Join Date: Aug 2008
Posts: 43
Downloads: 30
Uploads: 0
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![]() Quote:
![]() anyways, i use a few cheat mods that are (litterly) one shot, one kill shells. good ol 4 in deck shell of doom annhilates any ship it hits after firing. just 1 shell, and BOOM!!! yamato goes glug glug glug. search for 100m deck gun. just be sure to remove it after use! |
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#5 |
Seaman
![]() Join Date: Apr 2009
Posts: 42
Downloads: 6
Uploads: 0
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It was just a normal torpedo. I don't remember exactly what kind it was. I think it struck under one of the rear turrets.
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#6 |
Stowaway
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there are times when your torpedo hits a bulkhead or support beam and doesnt do the same damage to the ship as you expect it to so angles and hit locations can make a big difference in your results but also here is something to think about that not everyone thinks of.
ships in the game will do some damage repair of sorts, so if you fire a torpedo and wait for the result then fire a second torpedo, you wont get the same damage from two torpedos spread over time as you would if you fired both torpedos close together. a ship that sinks with 2 torps fired together may need 3 or 4 torps to sink if you wait to see the result of each torpedo before firing another one. i learned this by trying not to waste torpedos and i would wait around to make sure the ship wouldnt sink before i fired another torpedo so i only used what i had to but i then noticed doing that caused most ships to need more torps to sink than when i wasnt trying to save torpedos. over time you will get the feel for how many torpedos each ship needs and the key locations to target for best results. ![]() |
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#7 |
Silent Hunter
![]() Join Date: Apr 2007
Posts: 4,404
Downloads: 29
Uploads: 0
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SH4 suffered from the "zombie" ship bug - you could sink a ship - and a few hours/days later - run into it again. This occured if the convoy it was attached to changed its path via waypoint. What occures is the ship is "respawned" to get the convoy back to where its supposed to be. The problem - its now unsinkable.
An example is I sank a CV in a NSA - then ran ahead on the convoy course. They later formed up and returned to their base course, then zigged away - leaving me in left field - literally! I couldn't catch them (though I tried) - and ended up turning and heading back for my original hunt grounds. As I did, what do I see but a lone CV, running max speed - in pursuit of the convoy (though I didn't realize it at the time). Due to the speed, I shot a full spread - 6 torps - 5 of which hit. All exploded, and "visible" damage was present. No death. I had actually saved right prior to the lone cv encounter - so I tried again and again - the thing wouldnt sink. Finally I loaded a nuke torp (damage 5000, area 750 - meaning three quarters of a kilometer) and reloaded. The first time 3 torps hit - and the CV kept going. I wondered if the mod took - so reloaded again, fired at minimum range - and hit the gas. I was 638M away from the impact - and I THINK 3 torps went off. I know I heard two - and when the third went off, I was dead. So I reloaded again, shot a full salvo - 4 hits - it kept going. With the specks on the torps - Yamato would have died with one shot. This was how I confirmed it as a bug. Note - if your running any mods - many of the big ones include changes to the ship flooding and structure model - as well as cargo. In fact, I think - and I could be wrong - but I seem to remember some diabolical fellow actually set some freight to be like cork - and ADDED bouyancy - making the ship with that cargo almost unsinkable.
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Good Hunting! Captain Haplo ![]() |
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#8 |
Planesman
![]() Join Date: Jan 2008
Location: Maryland, USA
Posts: 185
Downloads: 119
Uploads: 0
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Yes, cargo plays a big role - on some ships like the "Large Modern Composite" I belive you can see the cargo. If it's tanks, it loses buyancy, if it's boxes, it's ammunition - I took out three ships with one torpedo by hitting one of them babies in the middle of a convoy.
I've never had this bug though, it only happens with the Sen-Toku for me, and everyone (which seems unfixable...) |
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