![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1 |
Run silent, run deep
Join Date: Jun 2016
Posts: 225
Downloads: 59
Uploads: 0
|
![]()
How does the game assign ship damage to a torpedo hit?
Using both auto-targeting and the O'Kane method, I have usually had success by firing the torpedoes* in quick succession, reckoning that they will impact very close to one another, causing maximum damage, but occasionally the ship will become a floating or limping hulk, failing to sink till a final fish or deck gun HE rounds send it to Davy Jones' Locker... Seems like the game takes into account where the fish hit, or throws in a random "don't sink" command?? ![]() * Generally, I use these to attack merchants 1 torpedo for small ships 2 torpedoes for medium ships and passenger liners 3 torpedoes for large ships |
![]() |
![]() |
![]() |
#2 |
DILLIGAF
Join Date: Feb 2007
Location: florida
Posts: 2,058
Downloads: 210
Uploads: 0
|
![]()
Those with modding experience will be able to answer this question better.
To my knowledge there are different damage zones on a vessel. If you only are hitting one zone then once that zone has maximum damage nothing else is occurring. You might put four fish in a ship when two or there might have done the job by hitting different zones of the vessel. Some might have port and starboard zones as well I am not sure. I have had some get struck only on one side and not sink until I moved and hit the other side. If a ship has no deck gun I do not bother with torpedoes. I use my deck gun.
__________________
Self-education is, I firmly believe, the only kind of education there is. ![]() ![]() Mercfulfate 将補 日本帝國海軍 |
![]() |
![]() |
![]() |
#3 |
CTD - it's not just a job
|
![]()
There are damage "spheres" and "boxes" inside the models, and a ship has a total of "hit points" that can be expended. The hit points are what determines the sinking, but hitting a ship in the same place, while it would ultimately do more damage to a real ship, with a 3D model it sometimes doesn't. The area targeted has already expended its local hit points total, so another hit there almost seems to do nothing, though you usually hit a little one way or the other, and some ships sink like that anyway. If you're using manual targeting, aim a bit forward, fire one, pause for the bridge, fire two, pause for the rear king post, fire three (in simple terms), and you should have a good spread. If using manual, you could "lock", hit pk, and fire, unlock move forward, hit pk again, fire, etc., aiming where you want to hit, hitting the PK for a new "aim", and the "TDC" does all your angle solving... spread the hits across a ship's total damage zone. I do usually concentrate on an area though, like the bow to the stack, or try to anyway...
![]() ![]()
__________________
"...and bollocks to the naysayers" - Jimbuna |
![]() |
![]() |
![]() |
#4 | |
DILLIGAF
Join Date: Feb 2007
Location: florida
Posts: 2,058
Downloads: 210
Uploads: 0
|
![]() Quote:
__________________
Self-education is, I firmly believe, the only kind of education there is. ![]() ![]() Mercfulfate 将補 日本帝國海軍 |
|
![]() |
![]() |
![]() |
#5 | |
Seaman
![]() Join Date: Mar 2018
Location: Noo Ziuland, near the Antarctic
Posts: 33
Downloads: 17
Uploads: 0
|
![]() Quote:
Does varying the depth of torpedoes work on the 3D damage model? As an example, the large modern tanker is shown in the recognition manual as having a draft of 28', so, if I have time, I set the first torpedo to run at 26', the second at 22' and a third and (if needed) a fourth at 18' - my theory being that varying the depth can also spread the damage. It seems to work, because I have had large modern tankers split in half after only two hits just behind the forward deck houses.
__________________
Silent Victory: The U.S Submarine War Against Japan Kaigun: Imperial Japanese Navy webpage. MSI B560M PRO-VHD Wifi/ Intel i3-10105F 3.7GHz/ 32Mb RAM/ Nvidia GTX 1660 Super OS Win 10-64 |
|
![]() |
![]() |
![]() |
#6 | |
DILLIGAF
Join Date: Feb 2007
Location: florida
Posts: 2,058
Downloads: 210
Uploads: 0
|
![]() Quote:
__________________
Self-education is, I firmly believe, the only kind of education there is. ![]() ![]() Mercfulfate 将補 日本帝國海軍 |
|
![]() |
![]() |
![]() |
#7 |
CTD - it's not just a job
|
![]()
Yeah, like merc says, if you have "duds" enabled in the game, they might also run deep, but to your question, going deep and shallow would probably make the "collision detection" place in another damage zone, so I could see that making a difference. There are all sorts of ways to "target" a ship. Read through Rockin Robbin's Sub Skipper's Bag of Tricks thread and watch some of the videos there.
__________________
"...and bollocks to the naysayers" - Jimbuna |
![]() |
![]() |
![]() |
#8 | |
Run silent, run deep
Join Date: Jun 2016
Posts: 225
Downloads: 59
Uploads: 0
|
![]() Quote:
![]() |
|
![]() |
![]() |
![]() |
#9 |
CTD - it's not just a job
|
![]()
SH1 seemed to do stern damage, and I don't understand why it's not in SH4... but hit a ship under the stack, and it serves the same purpose. It'd be interesting though, if every once in a while you'd see a damaged ship circle and circle...
![]()
__________________
"...and bollocks to the naysayers" - Jimbuna |
![]() |
![]() |
![]() |
#10 | |
DILLIGAF
Join Date: Feb 2007
Location: florida
Posts: 2,058
Downloads: 210
Uploads: 0
|
![]() Quote:
__________________
Self-education is, I firmly believe, the only kind of education there is. ![]() ![]() Mercfulfate 将補 日本帝國海軍 |
|
![]() |
![]() |
![]() |
#11 | |
Run silent, run deep
Join Date: Jun 2016
Posts: 225
Downloads: 59
Uploads: 0
|
![]() Quote:
I likely used a technically incorrect shorthand means of saying "take a quick shot on minimum data because the bad guys are on my a$$" If my setup looks decent and I get jumped by a DD, I have had some success by taking the shot even with only a "gut feel" that it's right. I can count on one hand the number of times I've used it and reckon it was successful about 3/5 times. |
|
![]() |
![]() |
![]() |
#12 |
Run silent, run deep
Join Date: Jun 2016
Posts: 225
Downloads: 59
Uploads: 0
|
![]()
Did some 'sperimenting with autotargeting last night and found success with getting the green triangle on large merchants, launching the first torpedo with a 5 count each for the next two... 100% success with some really impressive secondary explosions and breakups.
Small sample size, but encouraging. |
![]() |
![]() |
![]() |
#13 | |
Silent Hunter
![]() |
![]() Quote:
![]()
__________________
there are only two things in the world: submarines and targets. Fortis et stabilis et fidelis, semper ![]() ![]() ![]() ------------------------------------------------------------ Silent Hunter 4 1.5 Gold Edition on CDROM LAA enabled Dell XPS with 32 GB Ram running Win10 |
|
![]() |
![]() |
![]() |
#14 | |
DILLIGAF
Join Date: Feb 2007
Location: florida
Posts: 2,058
Downloads: 210
Uploads: 0
|
![]() Quote:
__________________
Self-education is, I firmly believe, the only kind of education there is. ![]() ![]() Mercfulfate 将補 日本帝國海軍 |
|
![]() |
![]() |
![]() |
#15 | |
Seaman
![]() Join Date: Mar 2018
Location: Noo Ziuland, near the Antarctic
Posts: 33
Downloads: 17
Uploads: 0
|
![]() Quote:
I recently encountered a convoy of large, fast passenger liners in dense fog; my radar could see them approaching, but visibility was near zero, so I dialed my engines so I was almost drifting at 2 knots, while still surfaced, near their projected course. Next thing I knew, a large old passenger liner came barrelling out of the fog, doing 15 knots @ 600 yards. I quickly shot off two torpedoes, almost purely on a guess, and was shocked when they exploded midships, blew it in half and dropped it within a minute. ![]()
__________________
Silent Victory: The U.S Submarine War Against Japan Kaigun: Imperial Japanese Navy webpage. MSI B560M PRO-VHD Wifi/ Intel i3-10105F 3.7GHz/ 32Mb RAM/ Nvidia GTX 1660 Super OS Win 10-64 |
|
![]() |
![]() |
![]() |
|
|