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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ocean Warrior
![]() Join Date: Jul 2007
Location: Kalamazoo, MI
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3 torpedos....all of my HE rounds and still afloat!!
I hate this glitch... ![]() I call It the Achilles Maru!!!
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Member of the Subsim Zombie Army Last edited by gimpy117; 11-16-08 at 06:36 PM. |
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#2 |
Stowaway
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when posting stuff like this you need to include info on what if any mods you are using so we are better informed about the situation to be able to help you.
try out my torpedo mod, it has several versions to choose from but v1 will give you a small increase in power that is just enough to prevent stuff like that without being a noticable increase in power. there is a chart in the read me to show how each version effects sinking rates on ships. |
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#3 |
Navy Seal
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No comment and don't quote me.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#4 |
Ocean Warrior
![]() Join Date: Jul 2007
Location: Kalamazoo, MI
Posts: 3,243
Downloads: 108
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well, I have Natural sinking mod...that's the only thing effecting the ships sinking habits that I can think of.
at first I thought it could be that only one compartment was flooded in the fore section so I put HE rounds all along her port and starboard side...any Ideas how to crack this nut? oh and I've been using your torpedo mod for a while now...I just reloaded it too see. and sorry for the short post earlier...I hope I didn't disgruntle Robbins too much...
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Member of the Subsim Zombie Army Last edited by gimpy117; 11-16-08 at 09:52 PM. |
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#5 |
Rear Admiral
![]() Join Date: Mar 2005
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Looks like she is going down to me, might take a while.
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#6 |
Lucky Jack
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Put another torp in her...they are free
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road Last edited by AVGWarhawk; 11-17-08 at 10:37 AM. |
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#7 |
Stowaway
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From what I saw in the screenshot, the deck gun rounds all hit above the waterline of the target. With natural sinking mechanics, the deck gun is only useful if it hits at or below the waterline.
My idea would be to turn your boat to head directly for the ship's bow on a parallel course, go to flank speed, "run aground" on the ship and then crash dive. If the physics engine is good, it will force the target below the water and eventually sink it. It is reported to have worked in SH3, but I give no warranty for this one. Damage to your sub is normally minuscule. |
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#8 |
Ocean Warrior
![]() Join Date: Jul 2007
Location: Kalamazoo, MI
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Downloads: 108
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well, your half right...I had already put 2 torpedoes into her and about 30 below the water line....so I decided to try the upper deck just to be sure...
yea warhawk...I'll use my back tubes...who needs em!!
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Member of the Subsim Zombie Army Last edited by gimpy117; 11-17-08 at 06:00 PM. |
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#9 | |
Stowaway
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thats why i never use NSM because i dont care if it is realistic to take 12 hours or 2 days to sink, i dont want to wait that long to get credit for my kill Last edited by Webster; 11-17-08 at 08:53 PM. |
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#10 |
Ocean Warrior
![]() Join Date: Jul 2007
Location: Kalamazoo, MI
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yep pretty much....
the only odd thing is when I loaded the save the ship was gone and it said it was sunk...hmmm
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Member of the Subsim Zombie Army Last edited by gimpy117; 11-17-08 at 11:14 PM. |
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#11 | |
Stowaway
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#12 | ||
Rear Admiral
![]() Join Date: Mar 2005
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![]() These young folks and their instant gratification... ![]() Last edited by SteamWake; 11-18-08 at 11:47 AM. |
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#13 |
Ocean Warrior
![]() Join Date: Jul 2007
Location: Kalamazoo, MI
Posts: 3,243
Downloads: 108
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yeah...I just wasn't used to that slow of a sinking from a merchant...I have seen it in BB's and Carriers....but not that
well, hopefully next time I'll be prepared...
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