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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Mar 2006
Location: Bergen,Norway
Posts: 5
Downloads: 0
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Im using Rub and sh.commander.Realistic sinking times ON. After hitting a ship with several torpedoes, how long should i wait to estimate whether it will sink or not? Anyone know realistic figures used by real kaluns btw?
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#2 |
Lucky Jack
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Without the NYGM ship damage mod, the ship will sink fast. Couple of minutes, I´d say.
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#3 |
Mate
![]() Join Date: Mar 2004
Location: England
Posts: 57
Downloads: 10
Uploads: 0
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Most of the times depending on the size of the ship and position when hit ,they sink quight quick.When usuing R.U.B anything upto a hour is possible.Be prepaired to hang around if the escort is near to use the main gun on it..
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#4 | |
Lucky Jack
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#5 |
The Old Man
![]() Join Date: Apr 2005
Posts: 1,336
Downloads: 6
Uploads: 0
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Even before I started using the NYGM ship damage mod I got a reasonably varied sinking time experience with the stock game and with RUB/IUB although there was a fairly high percentage of virtually instant kills. NYGM .36 (the first version I tried) really added a lot of variability and I got many sinking times of anywhere up to around 1-3 hours or so, plus the occasional quickies as well.
Since updating to NYGM .39 (the version that's got the airplane part in it), I seem to be getting a much bigger percentage of almost instant kills again, though still a few lingering ones, and basically no stragglers behind convoys. In the last 4 convoy attacks I've made with the .39 version, all of my targets have either sunk within seconds (except for one that did take about 30 minutes to sink) or have managed to stay up with the rest of the convoy as it sailed off - none of the 8-10 ships I've damaged in those attacks (about half with one and half with 2 torps each) have wound up straggling behind the convoys like I used to experience maybe close to half of the time with the NYGM .36 version and just the stock game or RUB/IUB before.
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#6 |
Captain
![]() Join Date: Jan 2006
Location: Ensenada, B.C., Mexico
Posts: 504
Downloads: 0
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It's a shame... stragglers where a big part of convoy attacks
![]() I find it very annoying to see a ship severely listing, and obviously flooding, and yet they can still keep up with the rest of the convoy? ![]() |
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#7 |
Shore leave
![]() Join Date: Jan 2006
Posts: 70
Downloads: 0
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What about ships that are "going" to sink, in other words they would sink eventually if you hung around long enough. Do they get counted as kills if you leave them behind without witnessing their demise?
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#8 | |
Samurai Navy
![]() Join Date: Jan 2004
Posts: 571
Downloads: 77
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#9 | |
The Old Man
![]() Join Date: Apr 2005
Posts: 1,336
Downloads: 6
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I like that aspect 'cause it tempts you to stick around to be able to confirm your kill, at the risk of being ambushed by planes or escorts called in by the victim - it adds some tension/suspense regarding the decision as to whether to go ahead and spend another torp or a bunch more deck gun shells on a coup de grace so you can get out of there, or to stick around and wait it out trying to save the ammo.
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#10 |
Grey Wolf
![]() Join Date: May 2005
Posts: 887
Downloads: 119
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hey i did notice that with the new NYGM mod (latest) stragglers arent around anymore.. Im attacking a convoy right now, and hit 2 ships with 2 torps. 1 was an instand kill, blew up (c3), and the other is severly listing port (a small merchant) but keeping up with the convoy at 8 knots.. thats kinda bs...
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#11 |
Ensign
![]() Join Date: Jan 2004
Location: Warsaw, Poland / Nagoya, Japan
Posts: 227
Downloads: 20
Uploads: 0
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For me the most weird thing is when a badly damaged ship keeps up with the convoy that is running at, say, 7 or 8 knots... AFAIK it should not be possible with extra few hundreds of tons of water in the hull. Not to mention the risk of further flooding...
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lasciate ogni speranza... voi, chi entrate ![]() |
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#12 |
The Old Man
![]() Join Date: Apr 2005
Posts: 1,336
Downloads: 6
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Yeah - I think I'm gonna drop back to version .36 of NYGM ship damage mod when I get back to port next time, unless another update has arrived by then. I was getting much better results with that version than I am so far with .39, and I still haven't seen any aircraft this whole career so I'm not really getting any use out of the airplane aspects of the NYGM .39 combo version anyway.
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#13 |
Navy Seal
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If you're finding these results, be sure to give Teddy a heads-up on it. It's all easily tweakable, given the right data
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#14 |
Grey Wolf
![]() Join Date: May 2005
Posts: 887
Downloads: 119
Uploads: 0
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Yah i just went back to version .36, even tho i get some ships that refuse to die, there is still stragglers, which at least always adds 2 more ships to my logs. Besides NYGM Tonnage Mod will be out soon, dont want to bother Der Teddy.. I will probably be fixed in that version-hopefully
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