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Old 10-22-08, 04:44 PM   #1
BasilY
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Quote:
Originally Posted by difool2
Once I severely damaged a medium liner (one of those liner/freighter hybrids) and blew her prop off, but had no torps left and the weather was too nasty to surface and finish her with my guns. I left, and a day later I saw a single ship IDed as the one I had damaged sailing along 100 km behind her convoy. I even capsized a British CA in SH4, got credit for the sinking, only to see her sailing along just fine on the big map a period of time later.
All ships sunk in shallow water (as long as any part of the ship still stick out of the water), or dead in the water, afloat but not sunk, will be repaired magically, as soon as you are far enough away(out side the migical rendering range perhaps?) and be on their path at regular speed (and all armament restored). If you have already got credit for the first sinking, the second sinking won't count, it happened to me more times to count. Even if I play the patrol continuously without save/reload.
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Old 10-22-08, 05:29 PM   #2
Graf Paper
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That's a little phenomenon game developers refer to, technically, as "respawning".

Yes, if a unit respawns during the same patrol, you get no credit for additional sinkings of that unit.

I just know that disappoints all you skippers that had thought of camping out near Scapa or Liverpool for repeat kills on capital ships. :p

And thanks for clarifying the range required for getting a kill credit, CCIP and jimbuna. It certainly does make it safer being 30km away, rather than in the lap of your kill as it's screaming out an S.O.S. to every ASW vessel in the area!
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Old 10-22-08, 06:35 PM   #3
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You'd have to be a really good shot to do it, but I read somewhere that the ships can't send out an SOS if you blow up their radio room. Anyone know how fast you'd have to do that to keep them from getting out a message?
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Old 10-22-08, 08:13 PM   #4
Graf Paper
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If you mean taking out the radio shack with the deck gun, then you'd have to blow it up in one shot before you were spotted by the lookouts.

Otherwise, you'd have to rely on breaking the ship in half with a well-placed torpedo. I think that will stop any chance of an S.O.S. getting out, but you never know for sure just how the AI does things sometimes.
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Old 10-24-08, 07:09 AM   #5
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Quote:
Originally Posted by Commander Gizmo
You'd have to be a really good shot to do it, but I read somewhere that the ships can't send out an SOS if you blow up their radio room. Anyone know how fast you'd have to do that to keep them from getting out a message?
Great....if only it were true.

Radio rooms (working or otherwise) are not modelled into the ships.

SOS messages (the hypothetical type) are managed by the game engines SDK.
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Old 10-24-08, 04:19 PM   #6
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So the times I've expended ammo demolishing the superstructure or spent an extra torpedo to break a ship's back were all wasted effort for trying to prevent a radio message from getting out?

Too bad there isn't some way to attach a node to the model that, once that node is destroyed, it sets the % chance a ship radios for help to zero. :hmm:

Ah well.
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Old 10-24-08, 05:17 PM   #7
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BE MORE AGGRESSIVE!!.....SINK EM ALL!!

.....and prepare for GWX3.0

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Old 10-24-08, 05:34 PM   #8
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I believe that I remember the idea of preventing radio transmissions from an interview with the devs. Perhaps it didn't actually make it into the game.
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