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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Rear Admiral
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The important things to know are the ships weak spots.
also the damage model works with floodings so an ship can take hours before she decides to go down. but when you hit an ship on the weak spot it will sink a lot faster. here's an page with the Weak spots of an ship. http://www.communitymanuals.com/shii...hip_Weak_Spots Good luck ![]()
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#2 | |
Silent Hunter
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#3 |
Loader
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@Biggles
That's what i was worried about to. But as you can read in my post i still can sink a lot of ships with one or two torps. You don't have to wait for hours every time. It happins to me once in a while. The funny thing is though that this usually happens with lone merchants. I guess you just have to practice to hit the sweat spot. For me it's more fun while i was getting bored of getting 80K+ every single patrol. This is more rewarding and challinging. grtz Tijn |
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#4 |
Silent Hunter
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Hmmm...yes, perhaps........but still.....there is nothing more annoying then when you have to spend a lot of time for something that usually takes a coupple of minutes. I think I'd LOVE the GW, but this fact I think is still disturbing
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#5 | |
Rear Admiral
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Ships didnt all go down in 2\3 minutes Some hung around for hours\days Some ships reported as sunk by a uboat were indeed towed back in for repair as the captain didnt watch the ship actually go down but reported a kill on the strength of the torpedo hits |
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#6 |
Silent Hunter
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Yes, but still, I want to see SHIII as a game, not a 100000% realism more than needed. Yes, I do play at 0% realism 'cause I love the game as a FUN game, and I still think it can give me a challenge sometimes, so I really think that the timeline for a sinking ship should be scaled to a playable factor rather than a real one.
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#7 |
Silent Hunter
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If you wanted to you could use the Kids Mode GW mod that was realeasd the other day. That'll make things blow up and sink much quicker, but still keep most of the feel of GW.
Or just do what real captains did. If you say it'll sink, it'll sink. Just mark it down as a win and move on. ![]() |
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#8 | |
Torpedoman
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#9 | |
Grey Wolf
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The big mods are centered around realism and immersion.So if you want ships that blow up nice and perty like and sink in 1 minute or instantly then you should not use GW or NYGM.So I suggest you stick to playing the stock SH3 "game" and not use the NYGM or GW "simulations". |
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#10 | ||
Grey Wolf
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The overwhelming majority, however, would sink inside 20 minutes from 1 - 2 torp hits. Most merchants had single skin hulls and weak transverse bulkheads, meaning their ability to resist torp damage wasn't great. The most regularly durable ships were tankers due to the nature of their cargo (oil floats on water, so a hole in a tank might not flood beyond a certain level as the oil 'kept the water out' much the same way an air bubble does) and their compartmentalisation. Even so, a hit in the egine spaces aft would usually do for a tanker as well. If you regularly need to expend 2 - 3 torps on a 5,000t merchant then the mod has gone too far and it's NOT realistic. |
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#11 |
Silent Hunter
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I fail to see the difference in the original post between a ship in convoy and one sailing independently? IF they are the same type of ship, or roughly the same size they should take the same number of trops. The only thing is a lot of coastal traffic would have been small merchants that couldd even be sunk by the DG.
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