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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Seaman
![]() Join Date: Aug 2005
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I was wondering if there is any way to edit the game so that it doesn't take so many torpedoes to sink a ship. It takes me 5 or 6 direct impact good hits to sink a small ship I cant imagine what the bigger ones will take.
My sub really doesn't even hold enough torpedoes to really do much. Then you have misses and duds. I would like to edit the game so 1 torpedo will sink any small ship. Is that possible? |
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#2 |
Born to Run Silent
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When you are playing, do you have dud torpedoes option turned on?
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SUBSIM - 26 Years on the Web |
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#3 |
Seaman
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1941. I did have dud torpedoes but they did detonate. I think it's just the medium merchant ships that are so hard to take down.
I did sink a battleship with 2 hits so The best thing is probably to avoid the medium merchant ships. |
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#4 |
Swabbie
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Mediums? I heard the japs used them only for cork transports to their Sake distilleries.
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#5 |
Lieutenant
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Location: Toronto, Ontario
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Maybe you just need to be paitent and let the ship flood and sink. Not all ships go boom and sink right away. Give it time.
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#6 |
Seaman
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Nah its not that. I waited hours for it to sink. I think what it is is just the medium merchant ships are very hard to sink. Some ships seem to sink with one or two torpedoes but the medium merchants are very tough.
Alot of times in a convoy they are the most tonnage targets that's why I was targeting them but I am going to rethink which ships to sink. I probably will just leave those ones alone. It's just the medium merchants. |
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#7 |
Eternal Patrol
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That's interesting, because in SH3 the C-2 (medium) merchants were also much harder to put down than even the big (C-3) cargoes.
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“Never do anything you can't take back.” —Rocky Russo |
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#8 |
Navy Seal
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I had no problem putting these guys down. I think this might be an exception, in which case it's probably fine to have a case like that every once in a while (maybe he carried cork! :p )
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#9 |
XO
![]() Join Date: Apr 2005
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Sub school, I used free camera to look at the damage my torps did as they it, massive holes are ripped out of ships.
I fired 3 into a Large Modern Composite Freighter ALL hits no duds, unless dud also fling up water plumes. 1 hits midships and the other 2 aft of the 1st, slow sinking no! The other in the convoy same type as above 2 torps "hits" into midship and aft of 1st hit, it sailed on. I got 800 meters behind her and my bow to her stern, my 0 on her 180 I hit her with another torp and up went the water plume as the torp exploded in her stern. She started to turn, I thought I've either took her props out or damaged her rudders, after 10mins of turns she is back on course. I line up the same shot again and like the 1stern shot I hit her again, again she turns , fire and smoke on the deck above her stern. After about 10min of turns she is back on course with the rest of the convoy , smoke and flames. On she and the other I hit, sailed into the distance as the convoy disappeared from view. Now if its slow sinking, then as time went by the sinking icons would have come up on my Nav map, they didn't. Unless you have to see ships go down to get the kill?? All my torps exploded and flung up water plumes as they hit these ships, there is something wrong when 3 torp in the side of a ship does even seem to slow them down. If as you say they are sinking but its very slow, then why when they sink "out of my sight" I don't see the sinking markers on the map and don't get the kill? |
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#10 |
Sonar Guy
![]() Join Date: Apr 2005
Location: Denver, CO USA
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Someone correct me if I'm wrong, but I think you have to be within visual range to get credit. For instance, in SH3 this meant being within 7.5-8.0 km or so, just under the 8 km view distance.
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"Variable this is EasyRhino, do you copy? Over." Loud and clear EasyRhino. "Do we have a gig? Over." That's a Roger, we have a gig. Target is painted, start the music. "Roger that Variable. Into attack. Pickling target. Target is acquired and lit. LGB comin' down!" EasyRhino, circular error probability zero. Impact with High Order Detonation. Thank You, have a nice day. |
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#11 | |
Sea Lord
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And if I remember correctly they were also historically used to transport ping pong balls and balsa wood tables to the Japanese troops.
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"You will take on England wherever you find her ships, and you will break her power at sea." --Iron Coffins, Herbert A. Werner http://kennethmarkhoover.com |
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#12 |
Admiral
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hmmm...will the ships actually sink from flodding or will you have to keep pumping torps into them untill they sink from loss of "HP"?:hmm:
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#13 |
Planesman
![]() Join Date: Mar 2002
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I haven't stepped off the dock yet. My sub is still on the ways.
Question - where the water plumes as high as a normal torpedo detonation? Just wonder because sub skippers could see the topedo hit with a fair size spout of water, being the air flask exploded. That would be extreme detail to simulate duds. |
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#14 |
Nub
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I have also noticed that it is taking a ridiculously large amount of torps to sink most merchant ships (in comparison to sh3). I turned off duds so I could test out the game. Convoys seemed pretty easy to find, but I end up using all my torps just to sink 4-5 ships.(I had to finish some of those off with the deck gun) This happened on all 3 partrols that I have done so far. It's not just that they are slow to sink, they are not sinking at all, even with a hole the size of a truck in their side.
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#15 | |
Eternal Patrol
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