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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ace of the Deep
![]() Join Date: Nov 2009
Location: New Zealand
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I've seen one dud torpedo. About my 12th torpedo fired in total. it was just running in circles. I had to hit Crash Dive to prevent it from hitting me. So i can confirm Duds are in the game, they just dont happen very often. Unlike real torpedos during WWII.
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#2 |
Engineer
![]() Join Date: Mar 2005
Posts: 218
Downloads: 14
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In SH games it's largely zone dependant. Torpedoes in the bow portion of the ship seems to be unable to sink it from flooding.
Damage the stern portion of the ships with 2-3 torpedoes and they will eventually go down; if you save and reload you'll have a crippled unsinkable ship that requires more damage to be put out for good.
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#3 |
Engineer
![]() Join Date: Mar 2007
Location: Midlands, UK
Posts: 210
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Agreed, it's currently quite silly.
Twice, I've put 2 torpedoes into a merchant, set the whole thing ablaze, and it sailed on merrily with the rest of the ships (but DDs chased me off). Twice, I've put a single torpedo into a ship and the same was true. However, then I had the opportunity to surface inside the convoy of 9 unescorted ships... ... and with the deck gun I sank 7 of those 9 - the first kills of my patrol, because the torpedoes are rather useless! I don't mind a ship taking 2-3 torpedoes to sink since it would be more realistic in some cases, but the deck gun seems a far better choice at the moment, when possible ![]() |
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#4 | |
Torpedoman
![]() Join Date: Feb 2004
Location: Here, sometimes there
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#5 |
Captain
![]() Join Date: Mar 2005
Posts: 541
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I´m affraid not, I didn´t upgrade my torpedo man yet.
It feels like cheating and far from realistic. Mud
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#6 |
中国水兵
![]() Join Date: Feb 2010
Posts: 284
Downloads: 10
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Naw, he's not. Upgrades make your torpedoes a lot more potent. Its really laugable, extra range I coulde comply with but explosive powah? noooo....
Its a shame we dont get beautiful under-keel shoots anymore. Those kind of shockwaves could rip up anything from underneath, now thats physics at play in the real world! |
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#7 |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
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Have you tried the critical hits Torpedo mod yet. I usuall yonly require a single torp to take down merchants as the flooding mechanism appears to work properly in the mod. Merchants health bar may me half full but fire and flooding usually end up sinking them.
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#8 |
Swabbie
![]() Join Date: Nov 2009
Posts: 12
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Upgrading torpedomans abilities changes also torpedoes speed which besides being unrealistic breaks torpedo targeting, as game does not compensate for speed increase in calculations, in manual targeting mode or in auto.
I recommend using torpedo critical hits mod instead (can be found in mods section), if you want bigger booms. It also fixes flooding somewhat, because flooding isn't triggered unless damage is high enough. |
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#9 |
Planesman
![]() Join Date: Mar 2008
Location: Gdańsk,Poland
Posts: 197
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Sinking mechanics are broken i saw only once when merch sunk by flooding. I turn on health bars to take a closer look in to this and this looks like flood bar decrase only for couple second then stop. GWX SM should be ported to Sh5 (except passager/cargo
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#10 | |
Ocean Warrior
![]() Join Date: Jul 2007
Location: Kalamazoo, MI
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#11 |
Helmsman
![]() Join Date: Mar 2010
Location: New York
Posts: 105
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Last night I ran into a 9 ship convoy with 3 DD screen. Managed to get a snap shot on a Cimmaron tanker that blew her nose off. Other 3 torpedo's took out the other tankers and merchants.
Dove deep and waited with silent running for the screen to move off with the remaining ships. Surfaced probably 4 hours later (in game time) to take in my external torpedo's and reload when I see the tanker burning off in the distance. She's stopped, burning from aft to what's left of her bow and just sitting there in the heavy seas. Took about 40 rounds from the deck gun to finally get her to go under ![]() Have screenshots but not here on the work PC lol |
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