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Old 06-08-08, 09:09 AM   #16
Phaedrus
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Quote:
Originally Posted by UnderseaLcpl
I would like to say that IMO the GWX team did a fantastic job of making realistic ship damage.
If you're having trouble sinking ships it's because you are unlucky or hitting the wrong place or both.
........ I'm not about to overlook all the fantastic features of GWX just to complain about that.

Agreed.
If every ship exploded instantly and went to the bottom, it wouldn't be much of a game.

As far as I have read in other posts, fire damage isn't implemented because the hard coding of SH3 doesn't permit it.
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Old 06-08-08, 09:16 AM   #17
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Quote:
Originally Posted by Phaedrus
Quote:
Originally Posted by UnderseaLcpl
I would like to say that IMO the GWX team did a fantastic job of making realistic ship damage.
If you're having trouble sinking ships it's because you are unlucky or hitting the wrong place or both.
........ I'm not about to overlook all the fantastic features of GWX just to complain about that.

Agreed.
If every ship exploded instantly and went to the bottom, it wouldn't be much of a game.

As far as I have read in other posts, fire damage isn't implemented because the hard coding of SH3 doesn't permit it.
@Pheadrus,

Concerning the selection of 'Realistic Sinking Times' you are advising GWX players incorrectly. Leaving it unselected can actually increase sinking times.

GWX was designed with the intent that players have the 'Realistic Sinking Times' selected and active.

I have lots more to say on the matter, but must leave for a real life engagement for a few hours.

Read pages 85-87 of the GWX manual.
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Old 06-08-08, 09:46 AM   #18
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Any ships you damage with one torp will eventually drop behind the convoy. Depending on sea state (if you want to use the gun) and remaining torps (if they have a lot of deck guns), after you evade the escort's counterattack just fall in behind the convoy about 20 km and mop up the damaged stragglers as you encounter them.
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Old 06-08-08, 09:51 AM   #19
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I've left the "realistic sinking times" option checked since I started playing the game. In stock SH III I always found that ships sank far too quickly; most ships going down in about 1-3 minutes. GWX made it far more realistic in my opinion; ships sink much more slowly & don't break in half nearly as much as they do in the original game.

There's a mod that does enable the contact tails. Do a forum search for GWX Grey Contact Tails. The file says that it's for GWX 2.0 but it works fine with 2.1.

P.S. Concentrate your deck gun fire on the target's waterline or hull. This will do the most damage with the least expenditure of ammunition.
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Old 06-08-08, 10:24 AM   #20
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Quote:
Originally Posted by Brer Rabbit
During my current GWX career, at 80% realism, off the eastern coast of GB, I shot two eels at a med cargo. Both struck amidships. The crew cheer went up, the sunk ship icon appeared on the map, and the Cpts Log indicated credit; however after looking through the pericsope, it showed the ship, on fire and listing slightly but underway. I took the credit and ran expecting a ton of DDs to arrive on the scene.

My question is had I hung around, would I have eventually seen the ship sink, and is it normal for GWX to give credit if the engine determines that the damage was enough to cause the ship to sink?

Thanks
The answer to your first question is....Yes, you would more than likely have seen the ship sink.

For example: Let us say a ship has a number of damage points. Once that level of points has been reached, the ship is beyond saving.

In answer to your second question...It is the game engine that determines/calculates when sufficient damage has been caused. In collaboration with the GWX damage system.
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Old 06-08-08, 02:24 PM   #21
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Quote:
Originally Posted by Kpt. Lehmann

Concerning the selection of 'Realistic Sinking Times' you are advising GWX players incorrectly. Leaving it unselected can actually increase sinking times.

GWX was designed with the intent that players have the 'Realistic Sinking Times' selected and active.

I apologize if the information is incorrect, but I was basing my statements on the information provided in game in the Options menu.
Under Realistic Sinking times it states "Ships will take longer to sink".
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Old 06-08-08, 06:23 PM   #22
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On the other other hand, in the stock game 'Realistic Sinking Times' never seemed to make any difference; at least for me.
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Old 06-10-08, 02:07 AM   #23
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Quote:
Originally Posted by rifleman13
About the damage model...

'Tis was my 4th patrol in a Type VIIC I was cruising along SW of the Rockall Banks and my crew sighted a lone Passenger/Cargo ship. Since it was calm seas and no escorts are around I decided use a deck gun on it.

The first shot, it exploded like I hit something explosive. Just I fired the second shot, it exploded again and my Watch Officer said, "She's going down!" I was highly excited not wasting any more rounds on that thing.

Is that random, or it could be I was just lucky I hit the fuel bunkers?:hmm:

BTW, GWX rocks! Big time!
Never had that kind of luck. How close are you to the target? With sea state anything more than 4 knots, and your target armed and dangerous, I rarely take down a merchant with anything less than 20 shots. I almost always substain some damagein return. The visual image of your target rarely betrays any sign that it is about to sink. So I am certainly using more shots that necesary. Lone merchant in GWX? What lone merchant?
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Old 06-10-08, 02:14 AM   #24
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Quote:
Originally Posted by Phaedrus
Try to stick with the convoy a little longer - The ships will eventually sink.

Phaedrus
Just curious, will a ship that will eventually sink be credited to you if you are either,

- Out of contact range with the sinking ship (I will usually get out of the escort range for a breather)
- Took the magic carpet home b4 the sinking
- Had yourself sunk by DD before the sinking...
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Old 06-10-08, 02:30 AM   #25
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About that GWX manual... Would love to get a copy. the link provided by this website is broken.

Anyway, run last two patrols with the realistic sinking time check. Ship sinkings seem to be a bit more consistant. I think GWX should consider taking the option away since it will probably not function well. Did sink one ship (Costal Freight) with one torp fairly quickly. All other merchants seem to require 2 solid hits, and lots of time, to sink. Just wonder if the confirmation of some of those eventual sinkings will filter back to the Bdu one day...

I still want to find out how to get the direction indicator on the nav map back. Anyone know?
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Old 06-10-08, 02:45 AM   #26
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Quote:
Originally Posted by Phaedrus
As far as the offical history of the British Navy is concerned, as well as other studies of merchant shipping during WW II: 80 - 85% of ships torpedoed between 1940-1945 sunk within 1 minute of the initial impact, with only 13% surviving for an hour or more.
Phaedrus
Quote:
Originally Posted by Phaedrus
As stated in a previous reply, GWX is not really intended to be an arcade experience.
Phaedrus
So it is, ships do sink quickly most of the time in the real world. Just because someone think it too much like an arcade doesn't make it any less real.

Quote:
Originally Posted by Phaedrus
Regarding patrol tonnage: Be prepared for a dramatic drop in tonnage compared to SH3 Stock.
If you are using high realism settings (limited fuel, realistic reload, dud torpedoes) expect to gain 30 000 on an ideal patrol. Anything above is exceptional.

Phaedrus
I check all these 3 you mentioned. So my 20k patrol really wasn't that bad... Had one at 50k including a floatinh dock too.

Quote:
Originally Posted by Phaedrus
You should find that you get tonnage totals closer to realistic values
Phaedrus
The main reasons that we have more tonnage than real Uboat captains is that their lives are actually on the line and less likely to take on unwarrented risks.
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Old 06-10-08, 03:16 AM   #27
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Quote:
Originally Posted by UnderseaLcpl
I wonder if GWX represents empty tankers with water ballast.
Yes they do, Tankers leaving England will be harder to sink than ones heading to England. The England bound ones can still be hard to sink (personal experience speaking here!), but tend to go down esaier than the ones heading to American (as they are in ballast)
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Old 06-10-08, 04:24 AM   #28
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Quote:
Originally Posted by BasilY
About that GWX manual... Would love to get a copy. the link provided by this website is broken.
Go to the GWX website and visit the download section
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Old 06-10-08, 05:15 AM   #29
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Ahhh, 600+pages of wealthy information...

A hefty manual when printed, not that I printed it of course.

Just one question, are there any references to how much Renown a ship is worth?:hmm:
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Old 06-10-08, 10:05 AM   #30
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Quote:
Originally Posted by rifleman13
Ahhh, 600+pages of wealthy information...

A hefty manual when printed, not that I printed it of course.

Just one question, are there any references to how much Renown a ship is worth?:hmm:

I can't remember every page....have a read...and learn/find out

.....or read this post:

http://www.subsim.com/radioroom/show...0&postcount=15
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