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Old 08-26-10, 12:20 AM   #1
Tessa
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Quote:
Originally Posted by privateer View Post
Not every ship sunk in a wham bam thank you mama way during WWII.
After the war many sinkings were found not to be sinkings.
VonHelshing spent MANY months working the damages for GW.
I still think that it's the best damage model out there.
And I try to duplicate his work for any new Unit I create.
Sure there are ways around it.
But I LOVE those slow sinkers!


It makes the Game for me.
After the war all the countries eventually got around to exchanging information about ships to find out if they were sunk or not and compare it against what was claimed lost. Though rare, few times captains underestimated and claim less than the actual tonnage. His work is impressive to say the least, compiling all that info would be rough having to deal with so many archives to go through.

There were other factors unique to wwii though that created situations that allowed for sinking freightors with a single eel. When liberty ships were first constructed and used their hulls were weak in the middle, in the cold north atlantic water it made them brittle and with one hit straight in the middle they'd usually crack in half! Eventually they fixed the problem but for awhile they were just about as safe as being in the submarine trying to hunt it!
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Old 08-26-10, 05:03 AM   #2
Flaxpants
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I love the GWX damage model, you're never really sure what's going to happen when you hit 'em. Once when I was attacking a convoy I hit, amongst other things, an imperial type freighter. It took a hit near the bow, started to list to the left and the front, which was obviously flooded dropped down in the water. But not enough to sink her, and off she went, albeit at a slow speed seemingly injured but still able to continue.

I couldn't finish the job as I was too busy trying to avoid depth charges by this point. That stuck in my mind and made the whole encounter very memorable. Great stuff.
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Old 08-26-10, 11:28 AM   #3
maillemaker
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Quote:
wham bam thank you mama
I think you're going it wrong...
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Old 08-26-10, 11:30 AM   #4
frau kaleun
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Originally Posted by maillemaker View Post
I think you're going it wrong...
FAIL.
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Old 08-26-10, 01:18 PM   #5
Gerald
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Of course we have different ways of looking at the situation

In my patrol (mission), I work with war ships and they have a significantly faster time to go to the bottom,and it is not surprising then they are loaded with quite a lot of ammo and they explode normally,when you hit right

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Old 08-26-10, 03:58 PM   #6
themrwho
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Thanks for the input. I have realisting sinking times, and I too enjoy the uncertainity.

Next is mastering hits and doing this 'sweetspots' thing veterans speak of.

I got the basic idea, so theory is there - only application is left. I will try to find calm seas and loners to apply my scientific methods now

However I notice in '39 Dec it is quite often than not I find the 15m/s winds with heavy rainfall. Perhaps because I go 2048x TC against the general concensus of 128 should be the max TC. At least I am positive that this is not a constant situation, sometimes I get other weather too. Summary = heavy seas OFTEN but not always.

Some other random bits that I would like to share and ask for your comments is below, (I will not thread spam & post 5 threads for 5 random bits)

  1. It's the beginning of the war ('39 Dec) sneaking into harbors in II A is unbelievebly easy. As I know that I am no master of anything, I wonder if I am not playing the same game with some people who say sneaking into harbours is too risky. or maybe they have stock SH3 while I have GWX Gold? But then general idea is stock=easy, GWX=difficult, right? What do you think on this?

    What I am doing is this:
    1. Approach to ~30 km of harbour
    2. submerge to 15m
    3. silent mode=ON
    4. set speed=1kn
    5. plot a safe enough course (=always go on an imaginary 'lane' in the middle of the strait/port) if necessary draw ruler lines on two sides of the coast and measure exact center and travel on that.
      Even if that hits a mine, with 1 kn speed & 15m deep mine will not damage you more than 20 mins repair times even with LRT=ON
    6. when around 800 m to harbour port, stop and listen, if it's safe enough, raise observation periscope, map visually, pick the targets, mark on map
    7. maneuver to ideal attack location for the best possible target ship
    8. fire and do one of these
      • slowly go back as you came
      • stop and reload now or anytime in the next 3 hours plus to 16 hours time frame & repeat the attack
      • This 3 hours of 'cool down' time frame is just assuming the destroyers/trawlers are 'aware' of enemy presence and would find me (actually in game they cannot - I guess - anyway
I had so many other stuff to ask you but can't remember any now, I will post later on if n when it comes back.

Thanks

Last edited by themrwho; 08-26-10 at 04:01 PM. Reason: me n my typos
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Old 08-28-10, 03:39 AM   #7
Foggy
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Glad I came across this thread. I ran my first full patrol with a new character earlier (I'm using GWX 3 and the Merchant Fleet Mod, both of which I'm fairly new to) and I was in an area with a couple of sub-5k tonners and I sank one quckly, and the other one took its sweet time sinking. I didn't want to waste another eel on it so I used accelerated time to watch it eventually drop down into the sea, tip up the bow to an 80 degree angle or so and start to drop in. However, with about 30' of the end of the ship left above the water, it stopped sinking. The ship was 90% underwater, but the very front of the ship stuck out of the water, like some kind of monument lol. I waited and waited and it never dropped. I got credit for the kill, so I just left.

On the way back to the base, in a nearly identical area of the map (BF32 or BF33?) I tried to sink another ship and it did the same thing. It left the very tip of the ship sticking out of the water, and wouldn't go under, except I didn't get credit for sinking that one LOL. Weird.

privateer called it though, the slow sinkers really change this game up and add a nice level of anticipation, depth and realism to the experience...
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