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Old 07-31-06, 08:06 AM   #31
don1reed
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I agree, sinking a tug with a torpedo costing RM 25000 ea. is overkill (too much bang for the buck)...very inefficient.

Keep searching, there are much larger fish to be caught.
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Old 07-31-06, 08:12 AM   #32
NeonSamurai
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Another thing i learned was not to ever leave a sinking ship till you actualy see it sink. I remember hitting a convoy and seriously damaging 3 ships (hit the convoy 3 times in total) because of its position near ireland i didnt have time to wait for what i hit to sink, but marked them and went back after the convoy. All 3 ships were in serious trouble, engine dead, almost totaly underwater.

Anyhow when i went back i passed 3 ships, who were in perfect condition in formation, as i passed (i was out of torpedoes at that point) i wondered if those were the same 3 ships i had almost sunk, and when i got to the markers none of them were there.

I later confirmed those 3 ships were part of the convoy i attacked (as i got a radio report on the same convoy, and it showed the big convoy icon, and a ship icon trailing the same distance those 3 ships were).

So in 5 hours those ships went from almost dead with engines destroyed, to perfect condition with zero damage. Needless to say i was ticked, though i think that was a stock bug (never hit that one before though as this was the first time i ever got out of visual range of a sinking/heavily damaged ship).
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Old 07-31-06, 08:18 AM   #33
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yeah it's a stock bug, you go out of the sensor range of the damaged ship it will then be re-newed and under away again ( undamaged )
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Old 07-31-06, 09:01 AM   #34
NeonSamurai
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I figured i would talk abit about the science behind how a ship sinks. Perhaps it will help those who are modding the game's damage system

As for ww2 torpedoes being weak, well thats not exactly true. They were more then capable of breaking small and medium ships in half via a magneticly triggered blast. And with impacts could put holes many feet wide into a ship. They did have alot of explosive power for their time (typicaly 280-300 kilograms or 660 lbs of Hexanite explosive and up). Often times though the reason why it took multiple torpedoes to sink a ship, was because either the torpedo malfunctioned and didnt fully detonate, or detonated early, or hit a section of deadspace in the ship. Or the compartment it did hit was not large enough for flooding that section to cause the ship to sink. Idealy you want to flood a large mostly empty compartment to force a ship to sink. Also keep in mind the reports from uboat captains are flawed, they often didnt see all the torpedoes detonate, and their field of vision is very limited. Looking at the wrecks of actual ships sunk by uboats is far more telling.

To sink a ship via flooding in the real world, you have to decrease its displacement so its lower then the ship's true weight. This meens flooding large sections of the ship. Of course there are many ways this can happen, from say flooding the bow of the ship so it lifts the stern up, which places strain on the keel and will eventualy snap it (and likely cause the entire ship to sink). Also secondary flooding can ocurr from part of the ship being submerged (ships are not air and water tight, and the deck and hatches arnt designed to take any sea preasure and often rupture when submerged). Fires can also easily sink ships by causing fatigue in the metal till the stresses of normal sailing break the ship up. Obviously magazines/cargo exploding can easily send a ship to the bottom, as can damaging or breaking the ship's keel (which is how a magnetic torpedo sinks ships, not by putting any holes into it directly but by overstressing the keel and hull from the upsurge of water). There are also many other minor factors.

Another big factor is of course the ability for air to escape from the flooding compartments to allow more water in. This can be easily demonstrated using a bucket with a lid, put a hole down low on the side with the lid on and the bucket will flood to the point of the hole and slightly more then that up to where the water and air pressure equalize. Take the lid off and the bucket will sink like a stone. Put a pinhole in the bucket and it will slowly sink down till its displacement < weight then it will go down. Because of this principle, damage to a ship above the waterline can have a real effect on it sinking or not when combined with damage below the waterline. The ability for air to escape or not is one of the 2 major factors (the other being the volume of water flowing in) in determining how long it takes a ship to sink.

Last edited by NeonSamurai; 07-31-06 at 09:05 AM.
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Old 07-31-06, 12:34 PM   #35
WernerSobe
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i think the damage model in nygm is very good.

for my part ive sank most of small ships with one torpedo and maybe few deckgun shells. Sometimes the ship sunk almost instantly sometimes it took a half hour or an hour but they do sink.

Ive noticed its better to aim not for the center but either the front or the rear part. There seem to be larger sections. For bigger ships like C2/C3... They seem to have more sections and they are halfed in the middle of the ship. So often you can sink them by hiting with one torpedo from say starboard side and giving it the rest with the deckgun on same section from another side.

And for those who try to hit the keel by making the torpedo explode under the ship. Well it would work in reality and most likely rip a ship appart. But its not modeled in sh3. You can make the torpedo explode under the ship but it will have no effect on the keel. The reason why it still works sometimes is because there is a small chance of immidiently destroying the ship and it doesnt matter where you hit. To make the keel break you must hit it directly (with impact detonator).

So the best way to sink a ship with nygm is to forget the keel, aim for bigger sections. Hit it and watch it flooding. When the section is flooded and the ship keeps going hit it again in another section or help with the deck gun. This way you can sink most of the ships, you just have to be patient.
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Old 08-06-06, 06:22 AM   #36
catar M
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Quote:
Originally Posted by Dowly
Quote:
Originally Posted by WernerSobe
it would have sunk if you gave it time.
On my last WaW patrol I attacked a convoy and three small merchants were damaged so that everyone was on fire and their aft was honestly 2cm above the waterline. I followed them for few hours but nothing happened. They just kept going.

The damage model is good, but it needs variation. Four small merchants did exactly the same thing on the same convoy. Caught on fire, aft sank sank sank sank aaand STOP! 2cm above the waterline. After I torpedoed one of them again it sank.
OK my last patrol spotted two merchants range to target 4000m there speed 1 knot (strange) submerged and set for long wait for them to close.ask sonar to report on closest target ..no sound contact jumped my self on hydrophone and could clearly hear the contact,Few minutes same thing ..no sound contact so I changed sonar operator but no luck.Anyway merchants in sight first one range 1500m angle 90 two torps 2 degree spread depth 5m.Second one angle 60 so I went for magnetic 1m under the keel. Boom all torps inpact,ships stopped after 3 hours nothing . Same thing again two torps each diff spot this time.4 hours later still floating .This time one each thinking that must be it.Another 4 hours and they were there One fish each again and finally one of them sunk.So I went to surface to reload my reserve torpedoes and waited for the merchant to sink. Bloody day later (24h) nothing , got pissed off and put 4 torps in to her............then finally. It's really annoying if something like this happens and it's not first time
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Old 08-06-06, 08:48 AM   #37
Magua
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Quote:
Originally Posted by bigboywooly
I never waste a torp on a tug - too precious for that
They get the deckgun and if weather too bad just leave them alone

Exactly!

I think Uncle Karl would be a bit miffed at his captains using torps on Tug boats! :rotfl: :rotfl:
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Old 08-06-06, 10:33 AM   #38
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I've found out that it's not really that hard to sink them, if you just take out their Deflector Screen Generators before torpedoing them. Correlian Engineering Company made some really powerful generators for Britain in World War II, I've read.
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Old 08-06-06, 09:46 PM   #39
kapitanfred
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I leave the tuggies alone. With Merchant shipping, Small Merchants, 2 eels and deck gun fired (about 20 rounds) just below the waterline. Large Merchants, I fire 3 eels at once with 2 degree spread, all 3 hit and they sink no probs. I don't use magnetic setting only impact.
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