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#1 |
Weps
![]() Join Date: Apr 2008
Posts: 359
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Just upgraded to GWX 2 two weeks ago and my average drop from 80-90k per trip to 20K. I encounter enough enemy shipping alright, but they are just so hard to sink.
Today I got into a convoy and make about 7 good hits on 6 merchants, ( I am not even cherry picking the big ones) NONE of them sunk (At least I am not credited), all of them blowing a lot of smoke and at least two seriously listing. Did sink 4 of the 6 escorts though. My shooting skills havn't gone useless. (I did notice a type VIIC in the area as well, maybe he is stealing my kills.) The previous patrol I got into a convoy, empty all 12 eels, make 10 good hits on eight ships, sinks only 3 for 12,000 GRT. The patrol before it I run into a convoy of two ships. Large merchant and passenger cargo. Each took 3 hits to go down. In stock version, almost all ships under 3k I gaurantee sinking with 1 shot. Plus now it took me an average of 35-50 deck gun shots to sink a merchant, it used to average about 10. Am I missing some tricks? My settings: 74% Uncheck: realistic sinking time check: dud torpedo BTW. I also miss the little tail behind my sub on the navigation map and those of sighted ships/convoys, though inexact, give me a good visual feel of where things are going. Can someone tell me how to get that back? |
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#2 |
Grey Wolf
![]() Join Date: Jul 2007
Location: LI NY
Posts: 964
Downloads: 13
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Herr Kaluen,
E N H A N C E D R E A L I S M ![]() Welcome to GWX 2 ! ! ![]()
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![]() "Only if I can save first..." |
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#3 |
Weps
![]() Join Date: Apr 2008
Posts: 359
Downloads: 4
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If I want ships to take an hour of my real time to sink, I would check the "realistic sinking time" option. If you want all ships to take hours to sink, take away that option. Even in the REAL world some ship sink quickly. HMS Barham sunk in under 5 minutes about being hit by 3 torps.
It took me 3 torps hits and 1.5 hours to sink 2000GRT passenger/cargo. And that's with realistic sinking time option unchecked. I wonder how long it will take a ship to sink had I choosen realistic sinking time option. |
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#4 | |
Stowaway
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thx |
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#5 |
Commodore
![]() Join Date: Feb 2005
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It's not just the sinking time setting. GWX 2.0 and 2.1 have more realistic damage model. Stock SHIII (and SHIV for that matter) are far too arcade-like - in part because of a simple (and generous) hit-point damage model.
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My Father's ship, HMCS Waskesiu (K330), sank U257 on 02/24/1944 ![]() running SHIII-1.4 with GWX2.1 and SHIV-1.5 with TMO/RSRDC/PE3.3 under MS Vista Home Premium 32-bit SP1 ACER AMD Athlon 64x2 4800+, 4GB DDR2 RAM, 400GB SATA HD Antec TruePower Trio 650watt PSU BFG GeForce 8800GT/OC 512MB VRAM, Samsung 216BW widescreen (1680x1050) LCD |
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#6 | |
Weps
![]() Join Date: Apr 2008
Posts: 359
Downloads: 4
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![]() Quote:
7 torp hits on six ships (half of them under 4000GRT). And I got them at or near the fuel/engine area. I don't expect all of them to sink. But none of them? 3 torps hits to sink a 2000GRT merchant? Like I said, in the REAL world some ships takes a long time to sink: HMS Ark Royal sink after 16 hours by one torp hit. Some takes a very short time. HMS Couragous (22500GRT) take 17 minutes to sink after 2 hits. For the game to be truly realistic, some ship may take long time to sink some much shorter. That will be realistic. Making every ship took forever to sink isn't being realistic at all. And whatis the difference between checking and unchecking the "realistic sinking time" option? |
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#7 |
Swabbie
![]() Join Date: Dec 2001
Location: Geelong, Australia
Posts: 10
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Mate not all ships take ages to sink, i reckon the more time you spend playing GWX 2.1 the better your understanding of sink times will be.
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#8 | ||
GWX Project Director
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At no time during the construction of the GWX ship damage/sinking models, was the 'realistic sinking' times option left un-selected. If you as a player, are leaving that option un-selected... you will get unpredictable, and pehaps even paradoxical results in-game. During the production of GWX, we were not concerned in the slightest with the effect of leaving that option un-selected. Some cursory tests were made while leaving it unchecked. However, on finding results that did not make sense, the idea of having two different damage models was quickly abandoned. GWX was designed with the intent that players select 'realistic sinking times.' You are flatly incorrect that most ships in GWX take hours to sink. Critical (chance-lucky) hits can cause sinkings to occur in as little as 1-3 minutes. Otherwise, a number of variables influence sinkings in GWX. Read page 85-87 of the GWX manual. The average ship sinking in GWX will occur in under 90 minutes in most cases depending on how much damage was sustained. To be exact, sinking times will usually be anywhere from 1-90 minutes... not an average of 90 minutes. Torpedo damage output is random. Not every hit should cause a sinking... and you must remember too that merchant ship crews also had damage control teams that might try to save their ship. In WWII the average ship took 1.5 torpedoes to sink it. (1.5 torpedoes hitting the target and detonating to be more exact... this figure does not count torpedoes that missed.) While I am here... Please also note, that the special effects mods (fires, explosions, flying bodies etc.) included with GWX do not cause any damage (progressive or otherwise) AT ALL! They are simply graphic representations of the damage your weapon(s) inflicted. |
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