Shinano was hit by 4 fish. Took 5 hours to sink.
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Yamato was still making 12 knots after 7 torpedoes (and more bombs). Mk13s were nearly identical in warhead strength to mk14s, BTW. Mushashi was hit by ~11. After 2 mk15s, Yamashiro was still able to make 18 knots. She took 2 more and sank. Hiei was hit by 5, 2 were from a DD. She was also hit by bombs---she was scuttled, she did not sink from the damage. I think Yamato and her sister (as functioning BBs with their decent crews) should be able to possibly soak up a bunch of fish. The other BBs... ideally well placed (below the belt?) fish should take them out with less trouble that the 2 Yamatos. Part of the problem is lack of progressive damage, and things like poor DC resulting in a fire restarting, etc. I'll be happy if the CVs don't capsize with 1 fish every time like they do now. tater |
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just take your time WernerSobe
and don't burn yourself out! What your doing is apreciated and very cool but like all good things it takes time so you don't make mistakes.
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Does the compartment arrangement have anythign to do with the way the ships act in the water? How they move in rough seas, etc?
tater |
yes. But all ships are by nature designed stable, otherwise they would capsize.
However some ships rock more in waves then others. You can see it even in stock game during time compression. |
update:
finished with all ships. Now from my final testings ive discovered a problem... The deckgun cannot penetrate the hull of merchants. Actualy its not a big issue, i could just reduce the armor rating for every ship. Or i could increase the armor piercing rating for the deckgun. Now can someone point me to the right values for the deckgun? to tired to find them on my own. |
This post might help (better if I could read it at all in blue on dark grey, lol):
http://www.subsim.com/radioroom/show...7&postcount=52 I think an AP round from a deck gun could likely overpenetrate a merchant hull in RL (to see that in game sometimes where a splash is behind the ship (assuming it is overpenetration and not a bug). I know in the case of some light AFVs, guns like an 88 could go in one side and out the other with straight AP. Quote:
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My first post here, first of all, let me say thank you for an excellent mod that goes great with TM 1.5.
Now for the questions: Will explosive rounds still be usable even if not penetrating the armour? Is flamability considered in the damage model? What are the present effects of a ship on fire? Pure eyecandy or can we expect some kind of continual damage to the object? Is it possible for the damage control parties to put out a fire? Thanks again for the hard work! |
Just another quick question. Is it RFB compatible? I'm guessing not but better to ask. :)
Looks like a massive step forward so whether I can use it or not! Keep up the great work Werner! |
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2. not sure what you mean. But yes ships will catch on fire. 3. no its just an animated effect it doesnt add more damage over time. To be honest i doubt that its possible with sh4, anyway maybe there is a workaround that i dont know about but i think i can see the entire picture of the damage system already (i even dream of hex codes at night and know what they mean) and i havent found a way for damage over time. 4. fires will disappear on their own after a while. |
Just as a reality check, since progressive damage is not part of the engine, I guess that means that "regular" damage should err on the side of too much rather than too little. There are certainly many cases of ships that should have survived coming to a bad end later due to progressive damage (usually fire).
<S> tater |
final tests show good results. I think im finished... cant believe it, it was so many hours of work.
well preparing a release. |
Spitze !
Can't wait to see your mod working ingame ... :up: Regards, Tell |
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