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 > SHIII Mods Workshop
Forget password? Reset here

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 03-26-06, 07:47 AM   #3
thyro
Commander
 
Join Date: Mar 2006
Location: on a rock surrounded by water, that people call it UK
Posts: 473
Downloads: 31
Uploads: 0
Default

this issue also happened to me almost all the time while I played GW.

I often had replay the save-game (before attack) to rule out the problem. Often on 1st reload not only the target pin down with just 1 or two torps but also gave the credits and the sank was registered into the "captain's log".

Also other issue is the "unsinkable ships" that I think that is somehow related to the damage mod.

In my experience small merchants required 4 and 5 torps and then serveral hours to sink and several cases.

Large merchants took all stock of torps available in my sub and remained floating like nothing happened (my last case was a large tanker that took 11 torps in its right side hits spread from back-to-front, and didn't sink after 18 hours).

I'm sure that someone would eventually look into these problems and would solve them (hopefuly)
thyro is offline   Reply With Quote
 


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 03:09 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.