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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Grey Wolf
![]() Join Date: Apr 2005
Location: Somewhere in the Atlantic
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GW 1.1 uses NYGM's damage model, GWX however uses a whole NEW damage model, re-written from scratch by Von ( damn fine job to ) sinkings are easier ( kind of
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#17 |
Fleet Admiral
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Not sure if you are aware the best place to hit almost all warships is in their ammo magazines. Although I've also had some success with hitting light cruisers right between the funnels in their engine rooms.
Most Merchies usually go down with one to their fuel bunker. ![]() I usually use impact detonators set for between 3 and 7m depending on the targets. |
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#18 | |
Fleet Admiral
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occaisionally I use the deck gun on lone merchants that are just plain stubborn or those that I don't have the time to get a good shot off with the torps. |
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#19 | |
Pacific Aces Dev Team
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Last edited by sergbuto; 11-14-06 at 12:37 PM. |
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#20 |
Frogman
![]() Join Date: Nov 2006
Posts: 296
Downloads: 89
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@ TarJak
This is exactly what I missed, an increased probability of blowing up ships when hitting in the right place. When not, they may sink through flooding or not, its fine for me. But I saved and loaded in front of the King George V a few times, aiming and shooting at different places (for experiment). I never managed to blow the magazine up, like on the first try with 4 torpedoes fired right INTO the magazine (and ordering flank speed to turn my boat into a ramrod afterwards, with no effect *lol*) ![]() About merchants: Tankers are modelled correctly I think, taking one hit and blowing up, or taking 2 or 3 if empty, because those things are about 10000 tons in displacement, this is OK. What bugs me are the small/coastal merchants, like I said I everytime need 2 eels for them, no exception when I used that DM so far. |
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#21 |
Silent Hunter
![]() Join Date: Jun 2006
Location: Norway
Posts: 4,224
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Trust me, GWX will deliver in this area too.
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#22 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
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I sunk a Tribal Destroyer last nite with a single eel from 4000m as it was clipping by at 21kts.
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#23 |
Frogman
![]() Join Date: Nov 2006
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DD's also work well, a single shot CAN finish them but doesn't have to.....and I love seeing them break apart
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#24 |
Ocean Warrior
![]() Join Date: Jul 2006
Location: Reading UK
Posts: 3,473
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Wait until GWX commes out and you will see how wonderful is to sink ships. The damage model is BRILLIANT.
On your problem though I would suggest to aim at critical areas of the ships, try to have an AOB of about 90deg and a small gyro angle. Have a look at this thread it is all you need http://www.communitymanuals.com/shii...hip_Weak_Spots
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#25 |
中国水兵
![]() Join Date: Jan 2004
Location: Germany
Posts: 275
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Since this seems to be the thread for the frustrated one, Iīd like to add my two cents: Needed 8 torps to sink a 4000tons merchant. MAYBE the merchant would have sunk after 5 or 6, but you donīt always have the time to wait 48 hours just to confirm the sinking. Absolutely unrealistic anyway, as such a medium sized merchant would be blown out of the water after one (or 2) hits in reality. As much as i like the idea of realistic sinking times in GW, Iīm convinced they overdo by far!
Another strange GW-incidence happened when I aft-torped a destroyer that was chasing me. I hit him in the bow (a lucky shot!), guess what happened? The destroyer slowed down and then was stopped (ENGINE FAILURE WHEN HIT IN THE BOW???) like a lame duck, waiting for me to finish her off. In real life, destroyers that were hit in the bow-area went down like a submarine, because of their high speed they sort of "swallowed" all the incoming water and usually sank within minutes! Please donīt get me wrong here: I love and appreciate the moddersī work and donīt want to miss it, but there are some things that really need to be tweaked. Remember Erich Toppīs comment on SH? "In real life it was much easier to sink ships" :rotfl:
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#26 | |
Ocean Warrior
![]() Join Date: Jul 2006
Location: Reading UK
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#27 |
Silent Hunter
![]() Join Date: Jun 2006
Location: Norway
Posts: 4,224
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The damage model in GWX is spot on, IMO.
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#28 | |
Frogman
![]() Join Date: Nov 2006
Posts: 296
Downloads: 89
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I think in reality merchants have gone down easier, but surviving encounters with escorts was harder. @ GW Dev Team please don't release that Mod if its true what you say.....otherwise I can abort my studying ;-) |
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#29 |
Rear Admiral
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@MRV:
http://media.putfile.com/SH3-83 The reason to have stock SH3 Damage model for Subs and Battleships (at the end you know what I talk about) Enjoy ![]()
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#30 | ||
GWX Project Director
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