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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Stowaway
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The funny thing is, when I noticed that the Yamato in a quiet mission that I was doing - I had somehow managed to catch it alone without any escorts aside from a Cruiser in the distance - it was blinking its searchlight.
"To hell with it," I thought, and ordered an emergency surface and manned the deck gun myself at only 25 yards from the Yamato. I then proceeded to make the searchlight my first target, and blasted it with an explosive shell that also set the command tower ablaze. I was too close for their cannons to be used - even their smaller deckguns. So I just amused myself by ravaging the ship's superstructure with shelling. I'll admit, the Yamato is a very resilent ship... even after shelling the living hell out of the command tower, it hasn't blown off or collasped. So I switched to AP's and started pumping shells into the waterline - minimal damage. So I shrugged, submerged, and got to a good distance and let loose with all four aft torpedoes. Four direct hits. One directly forward of the screws, two at the midsection, and one at the bow. It sank like a rock. Teaches the turd right for using morse code to shout profanities at the cruiser. |
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#2 |
Lieutenant
![]() Join Date: Feb 2007
Location: Las Vegas
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LOL
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There are only two kinds of ships. Submarines and Targets. |
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#3 |
Captain
![]() Join Date: Apr 2002
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4 Torps to sink a ship that should take 10+ to sink...this game is royally FUBARed in alot of areas.
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#4 |
Nub
![]() Join Date: Apr 2007
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I don't know what they are saying, but I do know the Japanese signal man (not Chinese as has been racially reffered to previously), are the most committed men in the fleet.
They even signal as their ships are sinking, they must be good at holding their breaths or have breathing apparatus at the ready. I have even spotted them flashing the lights when they have settled on the ocean floor - signalling in the subs I presume. what makes you think it needs ten to sink? I would think that was more unrealistic than sometimes 4, sometimes 7... etc. Having a fixed number=kill is not realistic. Randomness is good - who is to say those four didnt hit critical sections, and the ship crew were unable to prevent major flooding? I did however have a luckiy hit with one (my last torp) with a flattop. It hit, magnetic impact, blew a big hole in the bottom, near the engine rooms I guess. One massive secondary explosion - engines stopped, then the deck alarm started and the thing began to flood, it capsized 4 minutes later. Only spotted one flat top so far, so I hope that was a fluke hit. |
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#5 | |
Machinist's Mate
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#6 | |
Watch
![]() Join Date: Apr 2005
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Trip |
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#7 |
Sailor man
![]() Join Date: Oct 2005
Location: Forres, Scotland
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I sank Shokaku with two, one amidships, one forward, trying for under the keel shots. Funny to see a major CV going down after two when a small freighter can shrug 3 or 4 off sometimes but (in a way) it all evens out over time I guess.
In real life examples you can find quite a lot of variation, Lex at Coral Sea took a bomb and two torps and initially survived, only to be taken out by a couple of fuel vapour explosions later in the day.... the only real gripe I think is that the unsual seems to usually happen, rather than being rare events odd things happen quite often. That's probably just a tweak thing , like being sent on the same mission 2 or 3 times on the trot is presumably just some randomisation routine going wrong. (If only it had an extra line of code in there - 'if thismission = previousmission or thismission = theonebeforethat then redo mission_generation') |
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#8 |
Rear Admiral
![]() Join Date: Mar 2005
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Hrm... I havent witnessed this "frantic signalling" as yet but when I do Ill get back to you.
I can copy morse at about 35 words per minute.... now if its in japaneese I can copy it but not translate it. Is there any quicky missions I can run to witness this signalling ? |
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#9 | |
Electrician's Mate
![]() Join Date: Sep 2003
Location: high above the big blue
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