SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter 5
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 04-27-12, 11:39 AM   #1
GT182
Ocean Warrior
 
GT182's Avatar
 
Join Date: May 2005
Location: New Castle of Delaware
Posts: 3,231
Downloads: 658
Uploads: 0
Default

Simulated water-tight doors will keep it afloat longer.

Actually small Tramp Steamers are prone to sink with one torpedo. Larger ships will need 2 or more. To me the 1 Torpedo mod is a bit of a cheat. That's just my opinion tho.
__________________
Gary

No Borders, No Language, No Culture =s No Country

I'm a Deplorable, and proud of it.
GT182 is offline   Reply With Quote
Old 04-27-12, 12:03 PM   #2
IcyWaters
Mate
 
Join Date: Apr 2012
Posts: 54
Downloads: 16
Uploads: 0
Default

I am sure that is an extreme example though, Sailor Steve!
IcyWaters is offline   Reply With Quote
Old 04-27-12, 03:50 PM   #3
Sailor Steve
Eternal Patrol
 
Sailor Steve's Avatar
 
Join Date: Nov 2002
Location: High in the mountains of Utah
Posts: 50,369
Downloads: 745
Uploads: 249


Default

Quote:
Originally Posted by IcyWaters View Post
I am sure that is an extreme example though, Sailor Steve!
Of course it is, but you expressed the opinion that one torpedo should sink a ship. Often it is, but if you have a look through here http://uboat.net/allies/merchants/listing.php you'll see that many times they had to give them the coup-de-grace, and sometimes more than one. some ships sank in minutes and others took hours, or even days. There were ships that didn't sink at all, and were salvaged by the crew and managed to reach shore.

I could have just said that you shouldn't expect to sink a ship with one torpedo, but I prefer to give facts and examples.
__________________
“Never do anything you can't take back.”
—Rocky Russo
Sailor Steve is offline   Reply With Quote
Old 04-28-12, 05:40 PM   #4
IcyWaters
Mate
 
Join Date: Apr 2012
Posts: 54
Downloads: 16
Uploads: 0
Default

Yes, thanks for clarifying and giving a great example!

I do understand some ships go down straight away, some take minutes, hours, days, some even so slow that they make it back to port. I guess I was wondering, on average, assuming a solid hit on a ship, one torp should cause enough damage to either sink it or at least allow the sub to finish it off with the deck gun, yes?

I am only concerned since I notice the sub carries only a few torps and so wanted to make the most use out of them --- not firing two if/when one can do the job.
IcyWaters is offline   Reply With Quote
Old 04-28-12, 09:05 PM   #5
Sailor Steve
Eternal Patrol
 
Sailor Steve's Avatar
 
Join Date: Nov 2002
Location: High in the mountains of Utah
Posts: 50,369
Downloads: 745
Uploads: 249


Default

With experience you'll begin to get a feel for the different ships and what is required to sink them. In general it depends on size, but you'll also start to sense the art of it, rather than the science. Sometimes you just say "Yep, one will do" or "I'd say three". Learing is fun.
__________________
“Never do anything you can't take back.”
—Rocky Russo
Sailor Steve is offline   Reply With Quote
Old 05-01-12, 08:27 AM   #6
GT182
Ocean Warrior
 
GT182's Avatar
 
Join Date: May 2005
Location: New Castle of Delaware
Posts: 3,231
Downloads: 658
Uploads: 0
Default

Cargo ships: One torpedo 'should' sink a Tramp Steamer and possibly a Small Tanker..... fuel onboard is the deciding factor for the Small Tankers, but usually 2 for the larger tankers will work. And 3 are usually need for the larger ships.

If you have 'duds' turned on in the Realism setting, any thing can happen. But that's the part of the sim that makes you feel like "You are Thare". The "Pucker Factor" of Realism as it was during WWII in the Atlantic.
__________________
Gary

No Borders, No Language, No Culture =s No Country

I'm a Deplorable, and proud of it.
GT182 is offline   Reply With Quote
Old 05-01-12, 04:50 PM   #7
finchOU
Samurai Navy
 
Join Date: Jan 2004
Posts: 571
Downloads: 77
Uploads: 0
Default

well engaged my first convoy over 10 knots (13knots) and Took four shots at four different ships with 4 hits. From about 1000-2000 meters. One transport stops and sinks...one transport is on fire and starts to flood at the stern.

The two other ships...one sinks after an hour of flooding..the floods evenly and is riding lower in the water.

Well after the initial attack and chaos that followed.....the 3 (prior to one sinking an hour later) wounded ducks managed to get back up to speed of 13 knots to zig zag away.. :0/....

the transport was very tail heavy with the bow riding up a bit...and on fire a bit. It was still making 13 knots even with a heavy stern... :0/. I guess that would be believable if the max speed of the ship wasnt 15 knots.


So I guess i'm a bit disapointed that they at least didnt slow down.....just wondering if any MODs or future MODs will address this.
__________________
Intel i7-2700K-3.50GHz, 16 GB RAM, 2 xGTX 560,2GB,SLI,2 TB HD
The Wolves of Steel 1.06
The Wolves of Steel 1.06 Update 05c
finchOU is offline   Reply With Quote
Old 05-19-15, 10:12 AM   #8
kevinsue
Der Einzelgänger
 
kevinsue's Avatar
 
Join Date: Apr 2013
Location: Cairns, Australia
Posts: 583
Downloads: 363
Uploads: 3
Default

Quote:
Originally Posted by Sailor Steve View Post
Of course it is, but you expressed the opinion that one torpedo should sink a ship. Often it is, but if you have a look through here http://uboat.net/allies/merchants/listing.php you'll see that many times they had to give them the coup-de-grace, and sometimes more than one. some ships sank in minutes and others took hours, or even days. There were ships that didn't sink at all, and were salvaged by the crew and managed to reach shore.

I could have just said that you shouldn't expect to sink a ship with one torpedo, but I prefer to give facts and examples.
Next time anyone has a spare moment during a patrol, pull out the SOAN and have a read about Silent Otto's duel with three British merchants, H.M.S Patroclus, S.S. Casanare and H.M.S Laurentic.

Kapitänleutnant Kretschmer was quite astounded how these ships managed to stay afloat after so many torpedoes were expended at them. He later realised that the Brits had been filling up any spare space on board with empty oil drums to act as anti-torpedo countermeasures.

You can find the story in the SOAN additional info under Troop Transports ~ Patroclus Armed Merchant Cruiser.
__________________
Best Regards....Kev*

"The finest Captain I ever crossed swords and set sail with"
kevinsue is offline   Reply With Quote
Old 04-27-12, 12:07 PM   #9
Dogfish40
Ace of the Deep
 
Join Date: Sep 2010
Location: LA Area, Central coast, California
Posts: 1,023
Downloads: 827
Uploads: 0
Default

Quote:
Originally Posted by GT182 View Post
Simulated water-tight doors will keep it afloat longer.

Actually small Tramp Steamers are prone to sink with one torpedo. Larger ships will need 2 or more. To me the 1 Torpedo mod is a bit of a cheat. That's just my opinion tho.
Yeah, I go back and forth on it. I know for instance that one torpedo could sink a huge ship, it all depended on the factors. The Lusitania for instance is an obvious example. The Pacific fleet boats did the same thing as Steve mentioned. This was also because, dang it, they didn't run into as many ships as we do in this game. They ran into a lot more patrols no doubt and had to run for their lives alot more. In this sim though, we run into all kinds of merchants and convoys. So we have to use a lot more fishies. I use this mod from time to time, but, as I mentioned below, if I put one torpedo into the middle of a good sized merchant (without the mod) and hung around long enough, that ship is probably going to sink from the secondary explosions and all. It may take awhile but most of the time they are going down, if I stay around to watch.
Good Hunting
__________________
Dogfish40
Dogfish40 is offline   Reply With Quote
Old 04-27-12, 12:54 PM   #10
finchOU
Samurai Navy
 
Join Date: Jan 2004
Posts: 571
Downloads: 77
Uploads: 0
Default

I have not played SH5 extensivly yet.......but had a couple of questions reguarding ship damage from torpedos (from different MODS if they model this). I'm a firm believer in the the one Trop per ship theory when firing at a convoy. Scoring a hit would leave one to believe that if the ship did not sink....it would at least slow it down and force it out of the convoy due to flooding/drag. Historically this would happen and the wounded duck would most likely be picked off once it left the protection of the convoy. Rough Seas and bad weather would cause some undamaged ships to lose contact with the convoy as well ....becoming easy prey for lurking uboats. Is this moddled/modded at all? I know there was a time in SH3 that you would hit a ship in a 10-14 knot convoy...and it would keep on trucking with the convoy with a list and fire to boot.

I do like the fact that some ships take more time to sink.......dont like that I get the sunk message prior to most of the ship being underwater.

Again I have yet to engage a real convoy yet... (just two unescorted 4 ship convoys in 39)...so im just looking for some info.


Running these MODS right now: TDW New UI's, IRAI, OHII (and one more i cant remember cause its on my home computer)
__________________
Intel i7-2700K-3.50GHz, 16 GB RAM, 2 xGTX 560,2GB,SLI,2 TB HD
The Wolves of Steel 1.06
The Wolves of Steel 1.06 Update 05c
finchOU is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 07:28 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.