Thread: [REL] FOTRS Ultimate Project
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Old 03-18-17, 03:13 PM   #4288
geosub1978
Samurai Navy
 
Join Date: Oct 2006
Location: Salamis Base
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Quote:
Originally Posted by propbeanie View Post
There's not too much to poke around in for the damage message. It'd be nice if the game differentiated, but it doesn't seem to. We may have found an issue with the sub nets anyway, we're looking into that now. As for the CO2 continually building up, even when on the surface, did you happen to ALT-TAB out of the game while playing? That can cause all sorts of strange behavior. If you play windowed, and click on the background, it doesn't seem to act the same as the ALT-Tab does. Next time you have that happen, "Save" the game, exit and then start the game again, and see if it doesn't re-set. Not guaranteed... As for the torpedo hits, it's more varied in FotRSU than a lot of other mods. There is still the glass-jawed CL and CA vessels though. Hit them with one torp, especially magnetic just below the keel, but if there's two front turrets, between the 2nd turret and the bridge, and if there's 3 turrets, between the 2nd and 3rd turrets (usually). The vessel will quite offten blow up, due to a "magazine" hit. Not always, and not all of them. That was being worked on, but other things have come up. Some folks do not like the ships not sinking right away, or needing 4 and 5 torps for merchants to go down, but that is the way things were. Sometimes they'd go down rather quickly with two hits, other times it took forever and lots of torps. Depends upon the ships' ballast condition, its water-tight compartmentalization, and the efficiency of the crew and firefighting equipment. I've done tests with the Yamato before, and it takes 8-10 torps in FotRSU to get it to go down. In stock, 5 or 6. An Ise in Stock was 4, if reasonably well-placed. It's still close to that, but usually 5 or 6. Tankers are another story. If you get a loaded one and it ignites, it might go down with one. If it does not ignite, it might take 2 or 3. Empty, I've emptied a six-shootin' Gar on one before, no duds, and it didn't slow down. Sure stirred up the hornet's nest of DDs around it though - I died... so it really varies, which can be frustrating, but hey, it's a game...
For the completity of the conversation (all were impact hits, none under keel):

BATTLESHIPS SUNK BY TORPEDOES

ROYAL OAK: 3hits+1 (of no damage)
BARHAM: 3hits
PRINCE OF WALES: 4hits
REPULSE: 3hits + 4 (after start sinking)
KONGO: 1 or 2hits
FUSO: 1 or 2hits
YAMATO/MUSASHI: 10++ (both were finished after first 4-5 hits).

BIG CARRIERS SUNK BY TORPEDOES

CURAGEOUS: 2hits
ARK ROYAL: 1hit
EAGLE: 4hits (finished after 2)
SHOKAKU: 3 or 4hits
TAIHO: 1hit
ZUIKAKU: 7hits (finished after first 4hits)
SHINANO: 4hits
YORKTOWN: 2 (saved)+2(sinking)

CRUISERS
All which took 2 or more hits were sunk
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Last edited by geosub1978; 03-18-17 at 03:45 PM.
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