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-   -   TWOS 2.2.24 - Torpedoes too powerfull (https://www.subsim.com/radioroom/showthread.php?t=252281)

Markus Witt 04-03-22 03:37 AM

TWOS 2.2.24 - Torpedoes too powerfull
 
In TWOS 2.2.24 the torpedoes are way too powerfull. Almost always one torpedo is enough to sink even large ships in minutes. I've sunk 19000t liners with one torpedo were I received the destroyed message the very instant the torpedo hit. If I remember correctly this was much better in SH3. It sometimes took 2-3 torpedoes to sink a medium sized ship and sometimes it took hours for a ship to sink. I think out of the last 30 ships I hit, 28 sunk with one torpedo.

I came across a thread about a mod for stock SH5 sometime ago that made torpedoes more powerfull. I believe the author of the mod thought that in stock SH5 the torpedoes were not powerfull enough and it took too many torpedoes to sink a ship. So it seems something was changed in TWOS to make the torpedoes more powerfull?

Anyway, my question is: Is there an easy way to make torpedoes a bit less powerfull and make ships take longer to sink in TWOS?

Hungo 04-03-22 04:01 PM

You can always try the Critical Torpedo mod and see if it makes any difference.

Here's the mod notes:

I converted my critical hits for deck guns mod into the torpedo version.

Both mods are combatible.



Install with JSGME



Basicaly it works like this. In Stock SH 5 a torpedo allways does 120-180 damage.

You need to fire allmost everytime 2 torpedos to sink a merchant.



I changed the damage to 100-450 which means that you could do from lower damage up to 2,5 times the damage.

The damage is also modified with the area you hit, hitting fuel tank gives it a multiplicator.



This means you never know how much damage your torpedo actualy does, just like in real life.

A torpedo now has a chance to even blow up a large tanker but its very rare.

Anything could happend, you could fire 4 torpedos into a freighter and it still sails away or it blows up with the first torpedo, you never know.

Have fun with it

Darkreaver1980

Markus Witt 04-04-22 01:40 AM

Quote:

Originally Posted by Hungo (Post 2801873)
You can always try the Critical Torpedo mod and see if it makes any difference.

Thanks! This is exactly what I'm looking for. I'll give it a try.

Markus Witt 04-04-22 03:28 PM

Mmm, Mod doesn't seem to do much. Did some testing with an "historical mission" (RAOBF practice) and each time I needed just one torpedo to sink a ship.
This mission incudes a 16000t Rawalpindi merchant cruiser. Each time I hit it, it is destroyed instantly. Did the mission 5 times with the same results.

Has anybody used this mod with TWOS? Or is it not compatible with TWOS somehow?

les green01 04-04-22 08:15 PM

are you running the fx mods like reduce fires more smoke more flooding

Markus Witt 04-05-22 01:59 AM

Quote:

Originally Posted by les green01 (Post 2802053)
are you running the fx mods like reduce fires more smoke more flooding

I run TWOS 2.2.24 with the below mods activated in JSGME:

TWoS Encrypted BdU Orders
TWoS FX_Reduc. Fires and Expl
TWoS Remove Map Plastic Cover
TWoS Remove Sub Flags
TWoS SM Interior_Food Stocks
TWoS Real Navigation
Critical hits 1.1 Torpedoes

You think that TWoS FX_Reduc. Fires and Expl and Critical hits 1.1 Torpedoes interfere with each other?

Markus Witt 04-05-22 04:32 AM

I deactivated TWoS FX_Reduc. Fires and Expl and ran the RAOBF mission 3 times.
Each time I destroyed the Rawalpindi merchant cruiser with one torpedo in seconds. :hmmm::hmm2::06:

GrenSo 04-05-22 04:53 AM

Where exactly and how deep did you hit the cruiser and did you aim manually or automatically? Impact detonator or magneto detonator?

Markus Witt 04-05-22 05:54 AM

Quote:

Originally Posted by GrenSo (Post 2802101)
Where exactly and how deep did you hit the cruiser and did you aim manually or automatically? Impact detonator or magneto detonator?

I hit it roughly in the middle each time, depth 2m, G7a with impact pistol, manual aim.

fitzcarraldo 04-05-22 06:41 AM

Try also G7 a-e KM Torpedoes Schießwolle 36 Fix mod by U-190, and see the results. I need more than one fish to sink the cruisier.

Regards.

Fitzcarraldo :Kaleun_Salute:

les green01 04-05-22 07:05 AM

I use fx more flooding and have it where I don't get the destroyed messages there times I got to even use two eels on a escort

Markus Witt 04-05-22 08:24 AM

Quote:

Originally Posted by fitzcarraldo (Post 2802115)
Try also G7 a-e KM Torpedoes Schießwolle 36 Fix mod by U-190, and see the results. I need more than one fish to sink the cruisier.

Regards.

Fitzcarraldo :Kaleun_Salute:

Mod is no longer available. U-190 makes a mod and then removes it for some reason?:06:

According to U-190:

quote
For some time now I have been tired of spending three or four torpedoes
on the average merchant and decided to adjust the size of the torpedo explosives
in accordance with historical data that indicate that the German torpedo was equipped
with a 280-kilogram "Schießwolle 36" explosive charge.
unquote

So in TWOS the torpedoes were made even more powerfull apparently, but a bit too much.


Quote:

Originally Posted by les green01 (Post 2802122)
I use fx more flooding and have it where I don't get the destroyed messages there times I got to even use two eels on a escort

You mean the TWOS FX_Incr. Flooding via Zones correct? Isn't this supposed to make ships sink faster? I tried the mod with the RAOBF mission and I again sank the merchant cruiser with one eel each time. Didn't get the destroyed message in the journal though.

It should take about 3-4 torpedoes to sink a large vessel like that.

les green01 04-05-22 09:08 AM

Quote:

Originally Posted by Markus Witt (Post 2802136)
Mod is no longer available. U-190 makes a mod and then removes it for some reason?:06:

According to U-190:

quote
For some time now I have been tired of spending three or four torpedoes
on the average merchant and decided to adjust the size of the torpedo explosives
in accordance with historical data that indicate that the German torpedo was equipped
with a 280-kilogram "Schießwolle 36" explosive charge.
unquote

So in TWOS the torpedoes were made even more powerfull apparently, but a bit too much.




You mean the TWOS FX_Incr. Flooding via Zones correct? Isn't this supposed to make ships sink faster? I tried the mod with the RAOBF mission and I again sank the merchant cruiser with one eel each time. Didn't get the destroyed message in the journal though.

It should take about 3-4 torpedoes to sink a large vessel like that.

that a thing about u-190 makes them remove them that all i'm going say on his last time people im me saying i was too rough on him,yes that the one i have just damage ships and not have them sink but i'm also using historial range and speed mod can't remember if i change eels settings also under file editor viewer or not couple of times i took on the merchant cruiser i think i had too use 3 eels

Markus Witt 04-05-22 12:37 PM

Found an old mod: one ship, one torpedo v1.00a. Activated it and tried it in the "new merchant fleet" test mission. Of 12 ships hit 7 were sunk, 6 with one torpedo.
This is a clear improvement, I think we got something here! It also took longer for the ships to sink it seems.

one ship, one torpedo - Nomen non est omen.

Markus Witt 04-06-22 08:11 AM

I did some testing using the "new merchant fleet" test mission (unescorted convoy). I first went back to my original mod list:

TWoS Encrypted BdU Orders
TWoS Remove Map Plastic Cover
TWoS Remove Sub Flags
TWoS SM Interior_Food Stocks
TWoS Real Navigation
Critical hits 1.1 Torpedoes
TWoS FX_Reduc. Fires and Expl

My idea was to run the mission a few times to see how many ships sank with one torpedo. And then run the mission few times with the one ship, one torpedo v1.00a mod to see how much the results differ. With the original mod list I fully expected to sink ships with only one torpedo as before. But the results I got were very different.

I ran the mission five times with the following results:

Torpedoes fired: 32 (All Atos, depth 2m, impact pistol)
Duds: 4
Misses: 7
Hits: 21 (21 different ships, one torpedo each)

Of the 21 ships hit, 12 were sunk and 9 survived. The convoy included a 19000t liner and a 11335t T3 tanker. Both were hit in all 5 missions, each was sunk once and survived 4 times.
Not sure why the results are now different with the same mod list. I'm confused. :dead::timeout: :06:

The Rawalpindi merchant cruiser still goes down with one torpedo each time in the RAOBF mission. :hmmm:


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