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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
A-ganger
![]() Join Date: Mar 2010
Posts: 78
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I can confirm watching a ship sink in heavy seas now for 100% certain with no bugs. Took 3 minutes 50 seconds about from cease fire to it finally going down. This was with a half hull 3/4ths full water bar. I wont post pictures cause i play at 1900x1200 and thats stupid big and i dont feel like cropping right now..im playing my game lol.
Here is the ship, still alive (somehow), note the time and the map that shows it still alive. http://img.photobucket.com/albums/v3...urningship.jpg Note the amount of freaking holes i had to punch in it just to get it down 1/4th a water bar. http://img.photobucket.com/albums/v3...hter/holes.jpg Here it is sunk. Note the time again. http://img.photobucket.com/albums/v3...ghter/sunk.jpg |
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#17 |
Watch
![]() Join Date: Mar 2010
Posts: 19
Downloads: 2
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I had the exact same problem as the OP until I gave in and installed the double damage torpedo mod. Ships now seem to actually take on water and sink even if I don't destroy every single bit of HP.
I think the problem might be that the torpedoes are not doing enough damage to actually penetrate the hull and let water in. |
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#18 |
Watch
![]() Join Date: Jul 2006
Location: Perth, Western Australia
Posts: 27
Downloads: 9
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i've got a fair few crew xp to spend that I haven't done anything with yet - so i think the first thing i do when i get home today is to spend every last one on increasing torp damage, and see if this makes a difference.
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#19 |
Helmsman
![]() Join Date: Mar 2010
Location: New York
Posts: 105
Downloads: 19
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Heck I blew the stern off of a T3 tanker with my deck gun and it still didn't sink. Had to leave and evade the Destroyer. Came back and there it was, happily floating missing it's back end
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#20 |
Born to Run Silent
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I don't have the video edited but here's a screen
All three torps were set at 9m. .
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#21 |
Engineer
![]() Join Date: Mar 2005
Posts: 218
Downloads: 14
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I don't own SH5, but I've played for about 1 hour at a friends' house.
I can confirm you that sometimes ships do sink after they grey bar has been reduced to one thrid or less. As with SH3 and 4, hit the second half of the ship (towards the stern). Hitting them in the bow area is useless. ![]() Aim torpedoes as low as possible: 7.5 meters for large ships (7000+ merchants vessels and tankers) and 5-6 meters for smaller merchants ships: the lower they hit, the more damage you get. Always use proximity fuze I cannot verify it, but my friend told me that, like in the past games, it's easier to sink a warship than a merchant. Maybe because merchants carry lighter than water stuff while warships are heavvy and loaded with ammo? ![]() I suspect that in RL warships would fare a little better against torpedoes in particular: it took 17 AP bombs and 19 torpedo hits to sink the Yamato sister ship Musashi in late 1944! ![]()
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#22 | |
Bosun
![]() Join Date: May 2007
Posts: 69
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#23 |
Swabbie
![]() Join Date: Mar 2010
Location: Poland
Posts: 11
Downloads: 63
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I'm experiencing the same problem.
Last time while "farming" ![]() ![]() And from my experience none of ships I sunk through about 25 hours of playing sunk due to damage, everytime I had to beat the crap out of them to get info "ship sunk" before it started to go below waterline ![]()
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"Live how You want, just don't feed on me if You doubt what I say I will make You believe" ~Scavenger of Human Sorrow, Death |
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#24 | |
Engineer
![]() Join Date: Mar 2005
Posts: 218
Downloads: 14
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![]() Most large warships in WW2 had armor belts on the side and special compartments designed to absorb the shock of an underwater explosion: sort of impact zones of todays cars. The point of this thread is that in the Silent Hunter series, merchants seems to be more 'bulletproof' than the large warships and this has been a complaint since SH3.
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#25 |
Navy Dude
![]() Join Date: Mar 2008
Posts: 177
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I raided a convoy and damaged 4 merchants. All of them were burning and dead in the water. After evading the utterly blind escort I waited thru time compression for the remaining convoy to leave which did not happen. Some strange AI bug prevented the rest of the ships including the escorts to move on, instead the where running cycles around the crippled ships.
![]() Anyway I waited for about 12 hours and nothing happened, very disappointing. ![]() |
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#26 |
Seaman
![]() Join Date: May 2007
Posts: 40
Downloads: 182
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It may or may not have something to do with these hit point bars people play with, playing on realistic I have seen several ships sink over a period of time without any further interaction from me, but just as commonly ships with serious damage continued.
However, this is just as it was irl, ships really did reach home with bows and sterns completely destroyed. Perhaps some folks should go search the net for pictures of damaged ships that survived attacks, reading this thread I know a few folks are in for a surprise. My own grandfather survived two torpedo attacks, one in the Royal Navy and later in the fleet auxilliary sailing freighter decoys. Just a couple of points, 1: aiming below the hull 2 meters is too deep try 1. 2: The Yamato could never have been sunk with only four torps, they simply could not have damaged enough compartments to cause significant flooding, it was built to withstand 27 degree listing before handling would be compromised. She even had auxiliary steering and engine rooms in the event the primaries were completely flooded. The series of attacks which sank her took over two hours, after the first hour, she had already sustained several bomb hits and four torps which caused nothing more than a 5 degree list that didn't even slow her down. She was finally destroyed by a magazine explosion after fire alarms failed to notify the crew it was on fire, once they realised, it was too late, the main pump for that section had been destroyed and they couldn't get an auxiliary set up there in time. Last edited by B_O_L_T; 03-08-10 at 10:20 AM. |
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