![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1 |
Watch
![]() Join Date: Feb 2013
Posts: 18
Downloads: 26
Uploads: 0
|
![]()
Hi all, as you can see, I'm a newbie here, and very impressed, great mods, good threads, and a well run forum, I think I might stay a while
![]() I would like to ask the views of more experienced players/modders on merchantman behaviour after they are hit (on vanilla/stock SH5). First, it seems to me that the torpedoes are somewhat underpowered and erratic. For instance, hitting two 7500 tonners with the same torp type, at the same depth, roughly the same angle can result in two different behaviours - at a metre and a half below hull, one ship may lift out of the water and then go down pretty much instantly, the other will slow for a few minutes, then return to convoy speed, settle slightly, and then continue in convoy. At other times, it may take one torpedo to sink anything less than a Cimmaron, or 3 torpedoes. Is this just an erratic game issue, or is it me being a cruddy ship sinker? The other question I have is what mods are best to improve or add some realism to ship sinking/post hit behaviour? Tankers get hit, but there's no pool of burning oil, rudders don't get locked with crippled ships continually circling, and worst of all, it seems that once you are out of sight of a crippled ship it always repairs itself and comes back to life - there doesn't seem to be any decent mechanic for derelicts. Thanks and regards, G. |
![]() |
![]() |
![]() |
#2 |
Seaman
![]() Join Date: Oct 2011
Location: Finland
Posts: 32
Downloads: 159
Uploads: 0
|
![]()
[INF] sobers mega mod
http://www.subsim.com/radioroom/showthread.php?t=192374 This is what I use. Sober has made great list of mods that do things you want ![]() |
![]() |
![]() |
![]() |
#3 |
Ocean Warrior
![]() Join Date: May 2005
Location: New Castle of Delaware
Posts: 3,231
Downloads: 658
Uploads: 0
|
![]()
Torpedo hits are not the same in SH5 as they were in 3. In 5 they hit where the scopes crosshairs are held to when you fire one off. Could be front , center, aft, or anywhere in between.
In 3 they always hit where the scope was locked to. I haven't played SH3 in so long that there could be a mod that changes the hits, but I don't know there is one or not.
__________________
Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. |
![]() |
![]() |
![]() |
#4 |
Samurai Navy
![]() Join Date: Jan 2004
Posts: 571
Downloads: 77
Uploads: 0
|
![]()
The ships returning to Convoy speed thing is always annoying as it does not seems realistic....
The other thing is the when you torpedo a supposed "convoy leader" (ship that all the others are in formation with) ...all the ships stop and wait for that one ship to sink before starting up again ....very not realistic. Its a known Bug from what i've gathered. You can try Critical Hits Torpedos...it varies your Torps strenght from a little less then stock to x2 (think)...to have more of an effect of sinking smaller ships with one torpedo.
__________________
Intel i7-2700K-3.50GHz, 16 GB RAM, 2 xGTX 560,2GB,SLI,2 TB HD The Wolves of Steel 1.06 The Wolves of Steel 1.06 Update 05c |
![]() |
![]() |
![]() |
#5 |
Navy Seal
![]() |
![]() |
![]() |
![]() |
![]() |
#6 |
Watch
![]() Join Date: Feb 2013
Posts: 18
Downloads: 26
Uploads: 0
|
![]()
Update:
I put in a couple of mods that have really made a difference - mostly I think TDW's ARAI plus Arclight's BRF...very nice results. Although bit hard to enjoy the sinkings when under a retaliatory escort pounding ![]() |
![]() |
![]() |
![]() |
|
|