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Old 03-14-07, 02:20 PM   #61
AndyW
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Agree, if I'd be in your shoes both ships would have received a 2 torp fan each. Or one torp, than watching if I'm lucky to sink him instantly, if not (and I wouldn't be surprised) then the second. See, sometimes even those ships sink after the first torp, but that's random walk and I'm never dissapointed if they do not and need a second or even the third hit.

Plus some of the impacts seem a little too close to the waterline for my taste.

Cheers,
AndyW
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TOTAL: 11 careers, 47 patrols, 1,033 days at sea, 633,585 tons sunk
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Old 03-14-07, 03:34 PM   #62
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Quote:
Originally Posted by AndyW
Agree, if I'd be in your shoes both ships would have received a 2 torp fan each. Or one torp, than watching if I'm lucky to sink him instantly, if not (and I wouldn't be surprised) then the second. See, sometimes even those ships sink after the first torp, but that's random walk and I'm never dissapointed if they do not and need a second or even the third hit.

Plus some of the impacts seem a little too close to the waterline for my taste.

Cheers,
AndyW
I'm good with the depth you have PG. Definitly two torps for me. If for some reason the first one does the job then great(does not happen often as you know)the second is just for show. More often than not the two torps are needed. Start sending out two and get tonnage on two instead of a dented merchie with one. Your diminishing returns will turn around to gaining tonnage.

Now about that having my baby thing......... J/K. I have two girls
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Old 03-14-07, 03:39 PM   #63
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Had another try on those two ships in my test. This time, I whipped round and put the stern tube into action on the Medium Merchant. Both got away again. I tracked them from the time of torpedo impact. 7.50am right the way till 11.15am neither one sank. All 4 Torps connected.
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Old 03-14-07, 03:45 PM   #64
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Quote:
Originally Posted by Penelope_Grey
Had another try on those two ships in my test. This time, I whipped round and put the stern tube into action on the Medium Merchant. Both got away again. I tracked them from the time of torpedo impact. 7.50am right the way till 11.15am neither one sank. All 4 Torps connected.
hmm:hmm:
noooo:hmm: ...it cant be:hmm:

it IS !..........oh my god.......they are transporting barrels filled with AIR !
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Old 03-14-07, 04:03 PM   #65
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err... guys.... pay attention to the lady's post, she did not shoot three ships with one torpedoe each, she shot 2 ships, the merchant with one and the tanker with two. There is no mention of any third ship.

Still, your repplies to the post are correct, in that Penelope should spend her torpedoes more freely... two torps for each ship would have been a better start.

My personal technique is always use impact, set at 3.5 mts, shot at point blank range (300 to 500mts), in a "one-two" fashion. By that I mean: shoot one fish to the forward section of your target as soon as it enters into the favourable gyroangle area (from -10 to 10 degrees). Wait for impact, if it doesn't sink immediatly, the ship should have moved, but still have (at least) it's rear half within the favourable gyroangle area... shoot at it with a fast steam torpedoe (surprise is already lost, so who cares about the bubbles). You should hit it in it's rear quarter almost guarrantying a kill. If the ship slowed down because of your first impact, your second torp won't hit where expected, but more towards the front of the target, but it should still hit. This technique (which I'm sure is very common) works best on large targets, as the smaller ones don't allways go down quickly.

edit: mmm seems I'm a bit slow in typing today, several posts have gone by before I finished my answer... hope it still helps
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Old 03-14-07, 04:05 PM   #66
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Quote:
Originally Posted by Penelope_Grey
Had another try on those two ships in my test. This time, I whipped round and put the stern tube into action on the Medium Merchant. Both got away again. I tracked them from the time of torpedo impact. 7.50am right the way till 11.15am neither one sank. All 4 Torps connected.
Must be Bernard torps.

Seriously, there's a mod (I think it's standard in WAC) that shows the best hit points on ships when you use the ship identifier. Probably would be easy to track down.
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Old 03-14-07, 04:07 PM   #67
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Lets see if i can help

First off, what mods are installed, and did you install GWX on a clean install?

Are these ships showing any signs of damage (getting lower in the water, slowing down, stoped, burning, etc)?

To me it sounds like something is messed up with the install, or another mod has overwritten the damage stuff.
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Old 03-14-07, 04:13 PM   #68
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Also, and I'm not sure if this is appropiate for your game level, you might consider using manual targeting. Once you get good at it it's actualy easier in the sense that it becomes more possible to get better results.

let me explain: when I downloaded GWX, I had to reinstall the whole thing, and hence had to do the academy missions all over (this was before the latest GWX patch, by the way). Since I was not in the mood to spend too much time redoing what I had allready done before, and since I was determined to regain my "excellent" grade for all academy missions, I decided to "cheat" a little and bring the realism percentage way down. Long story short, I was hitting everybody in the torpedoe mission, but they where taking too many torps to sink, and I couldn't achieve "excellent" grade (one ship allways got away) untill I finaly played the academy mission back at 100%. :hmm:

P.S.: By the way, I understand how you feel... I've been known to punch the walls in frustration at two separate times because of a computer game (allthough not in this game), so you have every right to be upset... besides:

It's my U-boat and I'll cry If I want to,
cry If I want to,
cry If I want to,
You would cry too, if it happened to you
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Old 03-14-07, 04:14 PM   #69
Penelope_Grey
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No the install is fine. The ships do sink, just I can't seem to do it in two hits. Not to worry, I am thinking me and GWX's marital spat is now over.
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Old 03-14-07, 04:17 PM   #70
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Good then

You probably just need to learn where exactly to hit on the ships for maximum effect
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Old 03-14-07, 05:00 PM   #71
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Quote:
Originally Posted by Penelope_Grey
Had another try on those two ships in my test. This time, I whipped round and put the stern tube into action on the Medium Merchant. Both got away again. I tracked them from the time of torpedo impact. 7.50am right the way till 11.15am neither one sank. All 4 Torps connected.
Man, I do not know what to say, I never had this issue but a few time at most.:hmm: Does your brother had the same issue? If not, what is he doing your not?
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Old 03-14-07, 08:10 PM   #72
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Two torpedos. Slowed to a stop. Impact only. Set at 3 meters.



I had to send in one more to finish it off. At this point she was doing about 1 kts. Again, impact and 3 meters. This was a 10 ton vessel. Not a bad trade off for three torpedos.

Originally I sent 2 at a 10 second interval. You can see the results of that. She slowed to a crawl. The rest is history.

I always send in 2 torpedos. Especially on the big boys. Usually this seals the deal. Sometimes I have to give up another or I use the cannon if I can. One thing is for sure, I'm not going to watch them sail off. I send in as many as needed to sink the merchies
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Old 03-15-07, 04:14 AM   #73
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yup same here warhawk two is usually enough for me. it will either finish her off or take about 6 hours to sink
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Old 03-15-07, 05:23 AM   #74
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GWX isnt all bad. I got critical flooding and was going down irrepairably. My VIIC went down to about 430 meters before she imploded. And YES. Realistic vulnerability was on.
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Old 03-15-07, 10:29 AM   #75
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GWX not only isn't bad, it's fantastic. This debate on ship sinkings has gone on for a bit with not much resolution.

If I had a sim or game where it always turns out that "if I do X then Y will always happen" then that sim or game may last a week on my hardrive... Probably not even that long.

"Suck it up" was a phrase often mentioned in my navy days... Probably for good reason.

Last edited by Spin Doctor; 03-15-07 at 01:46 PM.
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