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Old 11-13-06, 09:08 PM   #16
Pants
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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 )..but i'm not going to say too much as the beta testing phase is still on going.
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Old 11-13-06, 09:19 PM   #17
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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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Old 11-13-06, 09:23 PM   #18
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Quote:
Originally Posted by Wijbrandus
Do these apply with the TGW mod?

Also, does TGW use the same, or similar, sinking rules that NYGM uses? I've done some reading and think I understand what's happening, if it's similar.

Maybe I'll just have to unlock the deck gun and see about putting a few rounds at the waterline. I wonder how many it will take in the same spot to make a new "flood zone"?

At least they don't seem to be radioing for help. Yet. Oh happy times, do not fail me...
They sure do! I usually get one or two eel sinkings by aiming for these with impact detonators set to run at between 3 and 7m dependning on the target.

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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Old 11-14-06, 06:45 AM   #19
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Quote:
Originally Posted by Cue-Ball909
If you want realism you definitely want to use TWG or NYGM. The sinking times seem to be very realistic with both. If you just want ships to explode and sink within two minutes stick with the vanilla box-stock game, but don't try to fool yourself into thinking it's realistic..
He does not have to fool himself because the vanilla version of the damage model is indeed overall more realistic than "flooding" damage model of NYGM and current version of GW (at least in my opinion) because the stock version does not at least contain some very unrealistic things, such as useless working magnetic torpedo (keel damage zone was removed from merchants), no damage with the second torpedo hit to the same compartment, two torpedoes to kill a DD, shelling damage only below waterline, etc. There was some more but do not remember at the moment. And fast sinking times happened to be quite often in reality.
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Old 11-14-06, 09:21 AM   #20
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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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Old 11-14-06, 09:27 AM   #21
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Trust me, GWX will deliver in this area too.
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Old 11-14-06, 09:31 AM   #22
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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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Old 11-14-06, 09:39 AM   #23
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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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Old 11-14-06, 09:50 AM   #24
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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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Old 11-14-06, 10:00 AM   #25
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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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Old 11-14-06, 10:05 AM   #26
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Quote:
Originally Posted by AS
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:
I know what you mean. The damage model of GW is very good when it's working and really bad when things start going wrong (like the small merchants etc). In GWX though things seem to be MUCH better, so be patient and you will not be dissapointed
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Old 11-14-06, 10:09 AM   #27
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The damage model in GWX is spot on, IMO.
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Old 11-14-06, 10:26 AM   #28
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Quote:
Originally Posted by AS
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:
Well, probably this is the compensation for the stupid Escort's AI, which is Ubi's fault and not the Communitys.
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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Old 11-14-06, 11:28 AM   #29
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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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Old 11-14-06, 11:38 AM   #30
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Quote:
Originally Posted by MRV
Quote:
Originally Posted by AS
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:
Well, probably this is the compensation for the stupid Escort's AI, which is Ubi's fault and not the Communitys.
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 ;-)
The beta test reports are confirming our own tests and past statements more and more. In GWX we've fixed all that you are concerned about... and if I'm not mistaken... It was Jurgen Oesten who said that. LOL
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