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20mm 37mm HE and patrol boat.#224

D

How come we can no longer kill or flame patrol boat with 20mm or 37mm HE? It’s a wood ship for goodness sakes. Takes 127mm to flame it. Always use to flame patrol boat with 20 and 37mm HE.

2 years ago

You still can, You have to hit it, near the waterline mid-ships.

2 years ago
D

I can assure you, I have raked the side, bow to stern (emphasis on center hull area) with 20mm and 37mm, over and over; nada every time.

2 years ago

I tested it on T server, recording it messed up, would re-test but cannot spawn FMB in A51, had to use Veere+Kamp

de fmb vs fr fmb: flames fr fmb with a few 20mm / dual 20mm as expected (the fmb 20mm may have ap belted or some other difference)

french 25mm AAA vs DE FMB: shot it in the same spot like 8 mags, no flames, did not check to see if listing

french 25mm ATG vs DE FMB: shot it in the same spot took ~6 rounds, burning

Maybe de 20mm AAA gun may have issues with it as well, warrants testing, will test if a51 gets FMB

2 years ago
D

I am using the 20mm and 37mm from the DE DD.

2 years ago
Changed the status to
Feedback
2 years ago

@Delm8 Please provide video feedback to support your case.

2 years ago
D

idk how to video my game; i’ll try killing a pb again with DD 20mm and 37mm when i can. Or maybe i can head to training with a squadie.

2 years ago
D

Tested, seems 88, Tiger and trawler HE all do nothing to patrol boat; doesn’t seem to make much sense.

2 years ago
D

Just put 100s of 20mm into hull of patrol boat; no flame, no kill; use to work? Used dual 20mm off patrol boat. Something wrong.

8 months ago
H

I just rebuilt that model about 6 months ago using the schematics from here:

General arrangement plan of a Fairmile patrol vessel – Works – collections.sea.museum/ https://share.google/rXSpya05jYVGgWU6i

There are 2 ways to sink that boat:

1) LOTS of fragmentation at the waterline. The bigger the better. You won’t see the boat burn, but you will see the bilge pumps kicking on on either side about 3/4 the way back. When that happens, she “usually” IS going to sink, but if the leaks are small, it might take awhile. And if the bilge starts and then stops, the flooding has stopped and you’ll need to expend some more ammo to get them to start pumping again. Otherwise as long as the pumps are running, it will continue to get worse until she goes down.

2) Catch it on fire by hitting the fuel tanks. When they are leaking, you’ll see yellowish vapor escaping from the reward vents. Fire is obvious, but it has to be leaking fuel (means damage level 2 has been reached) before a fire can start. That’s the same fuel tank damage level progression as always.

You can also disable it by damaging the engines, or the oil tanks bad enough that the oil leaks out and the engines run dry. When the oil tanks are leaking you will see brownish vapor escaping from the forward vents. Note: it carries a LOT of oil, so unless the tanks are badly damaged, it can still operate for quite awhile. Also, the way to tell if it’s out of oil is to watch for the oil vaper to stop coming from the forward vents. As long as those are smoking (one for each side) there is still oil in the tanks

There isn’t a lot else to hit on one of those, so it very much does matter where you shoot and with what. I didn’t change the damage numbers for sinking, leaking, or burning. That’s all the same. Biggest difference now is that I DID add the 1” bulkheads to the model between compartments, and whoever modeled it previously had the fuel and engine compartments reversed, so I corrected that and put the oil tanks between the engines toward the front where the day tanks are. The rest was pretty much efx so you would be able to see when the systems I mentioned above are being damaged. Before, basically all you had was fuel fire effects. Note, those fuel tanks are protected by early rubber wrapping/self sealing, so they won’t just catch fire by looking at them. What fun would there be in that?

I’ve told you everything you need to know and will leave you to figure out where to shoot by studying the plans I shared above.

Happy Hunting!

8 months ago
C

Is it possible to add an oil leak (or any other liquid) animation or some other indication (like an oil leak in the water) after those tanks are ruptured.

8 months ago
D

ok, but what gets kill? 80 20mm HE rounds into the side of a wood boat at 100m should trash it?

8 months ago
H

Neg @catcoder2,

Maybe in the future, but all I have to work with at the moment are a set number of particle effects.

8 months ago
H

@delems ,

Maybe so, maybe not. I haven’t actually seen a real one sunk by 20mm lately, have you?

In any case, as I said up above, I didn’t change any of the damage values.

Oh, and the same things kill it as always have, floats (also sink it), (used to be crew), engines, fuel tanks. Like I said above, there’s a lot of empty space in that boat so just lighting it up isn’t going to have much effect. You need to hit something important just like always. Big shrapnel on the inside does the best. 20mm is little shrapnel… It will still do the job, but only in the right places.

8 months ago
D

ok, but note this…. (I’ll keep up the PB wars, see how it goes, maybe i’ll get better)
Royal Navy post-war trials and German tests on captured Fairmiles showed that ≈ 60–80 × 20 mm HE hits were sufficient to reduce a Fairmile B or D to a burning, sinking wreck within minutes.
The summary was:
Eighty 20 mm HE shells hitting a Fairmile (especially if any reasonable proportion strike the hull sides, waterline, or engine room) would leave the boat heavily on fire, without power, taking on water rapidly, and with very heavy crew casualties; in all probability a constructive total loss and likely to sink within 10–40 minutes.

8 months ago