Thread: [REL] FOTRS Ultimate Project
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Old 03-17-17, 01:46 PM   #4272
DicheBach
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Quote:
Originally Posted by geosub1978 View Post
I still believe that it is better (and more realistic from my studies) to make a target more difficult to be hit (either by increasing the duds or by visual detection of the incoming torpedoes and evade) rather than make it more difficult to be sunk after it is hit.

Historicaly, the majority of the sunken merchants took 1-2 impact hits, while big warships required 3-4 impact hits except Yamato.
I'm curious, when you say "impact hits" are you talking about a particular type of torpedo hit? Not shell hits right?

My understanding (which is anecdotal) was that one torpedo was sufficient for many smaller ships (5000 tons or under?), depending on nature of the torpedo hit. I had previously the impression that location of hit plays a comparably important role in the game as it did in real life, but now I'm not so sure.

I've just experienced something I'd think is a bug, though I'm not sure if it is, nor if it is something common to stock.

I was passing through Flores Sea on the night of 6 March 1942 (in an S-boat which started from a Cavite Bay career start). I stumbled on a TF that included a big ass Jap BB; Yamato as far as I could tell with the crappy optics and rough seas. That was the only one I could see in the guide that had the same sort of stack.

I managed to put a couple torps in him one missed, one was a dud (the one the action cam showed going RIGHT into his propellers! ). The escorts were lagging behind in the formation and I managed to get away unscathed. But then I pressed my luck and attempted to get set up to shoot four more at him. Didn't work out, they were doing about 25 knots.

But I did manage to get one of the escorts who lagged behind to engage me and he caused some damage before I got underwater. It was at about 31 hull damage, and a few systems damaged.

I debated going ahead to my mission in the Celebes Sea or heading for Fremantle (Surabaya had fallen just a few days before). I decided to head to Fremantle.

I had been under for quite a while and my battery was down to like 15% and with some engine/battery damage it wasn't charging too well so I turned off the charging. It was then I realized my CO2 was still going up, even though I was on the surface and had been for an hour or more.

I did a save, sped it up and the CO2 just kept going up despite being surfaced. While it was on about 576 speed I did one dive to periscope depth, then back to surface to see if that would clear it up but it didn't.

Died about halfway between Soemba and the Australian west coast, despite being on the surface continuously.

I have seen this happen at least once if not twice before, though I cannot recall if it was only while playing with FOTRS or also happened in stock.

ADDIT: it appears that saving the game while the CO^2 glitch is active. Closing to Windows, and reloading fixes it.
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Also a request: if I wanted to change the message for when the sub hits a mine/ submarine net (I believe the crew would be aware of what had happened instead of simply saying "We're taking damage sir!") what files would I poke around in?
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Last edited by DicheBach; 03-17-17 at 02:17 PM.
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