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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Nub
![]() Join Date: Jan 2016
Location: USA
Posts: 4
Downloads: 7
Uploads: 0
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thanks...I should probably start another thread for this, but sadly I cant use most mods...my version is only 1.0 and the patch for 1.4 says I dont have the game installed. I bought the game secondhand, wonder if thats the problem.
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#2 | |
Navy Seal
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Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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#3 |
Ocean Warrior
![]() Join Date: Mar 2007
Location: Houston, TX
Posts: 2,731
Downloads: 393
Uploads: 12
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A. You sink ships by poking holes in them and filling them with liquid.
B. Tankers are ships that are designed to be filled with liquid. :. Tankers can be hard to sink. I wish we could at least get credit for damaging a ship. I remember Silent Service 2 would give credit for damage, and I think Silent Hunter 1 did, as well. Now with SH4, I can damage multiple ships in a convoy, but unless they sink or lose the propeller, they'll happily keep position in the convoy while listing 45 degrees. ![]() Also, if you get into playing with mods like TMO, your deck gun is going to feel underpowered. It's good for sampans and fishie marus, but it's not going to be as effective in taking out larger targets (but it can be done). Aim for the waterline. You're looking to get not only an explosion, but also the column of water thrown up. That's when you know you're making those holes that let the water in. Anyway, welcome to your new hobby of getting pissed off at bizarre ship physics. (Wait until you return from a patrol and find half the ships you sank wiped from the record.) I don't really remember how bad 1.0 was. The 1.1 patch was released so quickly that I don't remember not having it. I think I downloaded it before the game arrived.
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"Never ask a World War II history buff for a 'final solution' to your problem!" |
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#4 |
Stowaway
Posts: n/a
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one thing to remember if you use auto targeting, the torps will almost always hit the exact same spot every time so its best to fire one then on the next torps you lock, unlock, move the crosshairs forward or back from the centered auto lock position and fire. that way you aren't hitting an already destroyed section over and over wasting torps. you have to lock first then unlock or it wont aim right.
another tip is if you fire one torp and wait for a result it takes more torps to sink that ship because the game simulates "damage repair" between torps. what that means is, if a ship would sink from 2 torps fired at the same time (even at the same spot) it will take 3,4 or even 5 torps to sink if you fire, wait to see what happens, and then fire again. I have a torpedo testing mission in my torpedo mods you should use and practice sinking stationary ships to see how many torps each takes to sink and how different the results are if the aiming point gets changed after the first torp is fired. you might also like to use the mod itself to increased torp power the mod gives you Last edited by Webster; 03-05-16 at 11:20 PM. |
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#5 |
Gefallen Engel U-666
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DesertFalcon!
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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#6 |
Chief of the Boat
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As Webster has already stated, salvo into separate ship sections.
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#7 |
Gefallen Engel U-666
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Florida Sailor!
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__________________
"Only two things are infinite; The Universe and human squirrelyness?!! |
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Tags |
tankers, torpedoes, wont sink |
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