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bikedancer
03-09-2009, 06:06 AM
Ok, I'm angry now. http://forums.ubi.com/images/smilies/16x16_smiley-mad.gif

Too many times I've hit outbound tankers on a sensitive spot (engine room, fuel room etc.) with both magnetic triggered fish as well as normal impact fish. Too many times I've also seen this 'super' tankers continue their journey as if nothing happened. Regular inbound tankers go down more easily, that's beyond doubt. So my question is: Do this outbound tankers have more hitpoints (or anything similar) to reflect that they are empty? if so, can this be modified?

Thanks

bikedancer
03-09-2009, 06:06 AM
Ok, I'm angry now. http://forums.ubi.com/images/smilies/16x16_smiley-mad.gif

Too many times I've hit outbound tankers on a sensitive spot (engine room, fuel room etc.) with both magnetic triggered fish as well as normal impact fish. Too many times I've also seen this 'super' tankers continue their journey as if nothing happened. Regular inbound tankers go down more easily, that's beyond doubt. So my question is: Do this outbound tankers have more hitpoints (or anything similar) to reflect that they are empty? if so, can this be modified?

Thanks

Foehammer-1
03-09-2009, 08:38 AM
Well, yes and no.

All ships, tankers included, have some form of cargo. This can be "ammunition" "fuel" or "general cargo". GWX may add some more, I can't remember.

A tanker carrying fuel is much more likely to blow up than one with "cargo", presumably sunflower or flax oil or something like that.

You can never guess which one carries what. There ARE super-tankers that take up to 5 torpedoes to sink, but I have not been able to find them in any of the files. Could be a bug or bad luck with 5 torpedoes doing their minimum value of damage.

If you want to see for yourself, open up your SH3 folder, and there should be a program called mission editor. In there, open the file called something like campaign.RND- it will show every random convoy or ship, convoy composition, ship veterancy and cargo. A wealth of information there....

Messervy
03-09-2009, 08:51 AM
As far as I can tell GWX is based on NYGM damage mod.
It is a very complex solution to simulate real time sinking and it doesn't work on "hit points" but incorporates actual flooding. If you hit same compartment twice, it realy doesn't matter.
If you hit one comparment at the shallow depth (Stern) and two compartments on the bow and the ship starts to be nose heavy, it will lift the stern compartment out of the water and no addition flooding will take place.

bikedancer
03-09-2009, 10:23 AM
Wow Foe..

you just blew my mind.http://forums.ubi.com/images/smilies/53.gif
Stupid me, I should have used this file before. So if I find the convoy in question and I modify the tanker's cargo... will the game recognize it? or do I need to start a new patrol? I recall trying to modify the weather but it could only be done at the start of a new patrol.

BTW: I am not using GWX (yet).

Kaleun1961
03-09-2009, 12:40 PM
In real life, outbound tankers and cargo vessels were usually empty [Britain was an importer during WW2 and exported very little, unless it was in supply convoys to overseas garrisons] and thus in ballast. You cannot make water detonate. On the return trip, a tanker full of aviation gas was a very volatile target. I recall reading in one of my U-boat books the recollections of merchant sailors. One of them said that when he sailed on an ore ship, they slept in full clothing, life jackets on, flashlights in hand and doors tied open. If they got hit, they had only a few seconds to get to deck and abandon ship; ore freighters were quickly dragged below by their dense, heavy cargo. The same sailor said if he sailed on an a ship full of TNT and ammo or a tanker full of aviation gas, he dressed in his pyjamas, closed his door and tucked himself in. If he awoke in the morning, he thanked God for another day. Had his ship been torpedoed, he would most likely have never awoken.

Foehammer-1
03-09-2009, 04:05 PM
I've read the same thing somewhere, Kaleun!

As for Bikedancer, yes, if you find the convoy in question, you can modify the tanker loadout. I highly suggest you do this in base though! Oh, and pick the right date, cause convoys are arranged by dates. It says the date of the convoy in its name. Such as SL43Convoy, you know your changes will take effect in '43.

Not sure of stock game, but GWX has a LOTTT of convoys to edit!!

bikedancer
03-09-2009, 04:43 PM
I already figured out the date issue, thanks anyway. Regarding the sailor story, you can better be blown up a thousand times than be drowned...

Privateer_GWX
03-13-2009, 10:48 AM
GWX is not based on the NYGM damage model.
Von Helsching completely re-built the GWX damage model
from scratch back in GWX 1
The Grey Wolves original may have been based on NYGM.

The Grey Wolves Mod
and GWX are different animals.

J5_Lehmann
03-14-2009, 10:31 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Privateer_GWX:
GWX is not based on the NYGM damage model.
Von Helsching completely re-built the GWX damage model
from scratch back in GWX 1
The Grey Wolves original may have been based on NYGM.

The Grey Wolves Mod
and GWX are different animals. </div></BLOCKQUOTE>

Just confuse everybody further... http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

The original Grey Wolves mod (referred to as "TGW") was the first incarnation of our team's work. As stated in the current GWX manual... it did originally include the NYGM damage model. However, it was not based on or around any part of NYGM or the old 'Real U-boat' modwork in any context.

GWX was a complete overhaul of the original TGW work... and was full of many firsts... such as inclusion of all U-boat operational areas in the single player campaign. (Black Sea, Indian Ocean)

Just a bit of trivia for anyone interested. http://forums.ubi.com/groupee_common/emoticons/icon_cool.gif