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Old 06-24-15, 04:50 PM   #1238
iambecomelife
Silent Hunter
 
Join Date: Apr 2005
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Quote:
Originally Posted by Narf View Post
So, I recently decided to reinstall SH3 and it only took me two patrols to get tired of encountering only the same half dozen of merchies again and again. So I went ahead and installed your mod. So far, so good. No problems installing and running the game with the mod, the ships show up just fine (although I wish the recog manual had a search function - scrolling through all the ships takes quite long, so I have to tab out and look in the actual mod files to find out what running depth I should set my eels to) and they certainly are one amazing sight to behold. Great work, really!

However, it didn't take to long to notice that the mod also granted all ships an armor plating that is beyond silly. Before installing it, I was able to sink C2's with 7000+ tons in one or two good torpedo hits, in the worst case I had to add another ~20 keel line shots with the 88mm after I screwed up my first eel. Now even a measly 5000 ton freighter will eat 3-4 torpedos (no duds) midships before it even considers sinking, which is a tad too unrealistic for my taste. The cannon has become a pea shooter, too - after hitting one of said freighters with two eels I decided to end it with the cannon, and it took me over 100 shots(!), nearly all water line, before it was destroyed. And even then it just stayed afloat despite being "destroyed". I could understand if it was a hulk after being burned out,the deck shot to pieces and the ship abandoned, but after the hull at and below the water line is turned into swiss cheese?

The critical hit rate has also turned (close to) zero - where I before encountered the occasional nice surprise explosion and breaking-apart of a ship after a single lucky eel or a few shots, now I don't see any of that anymore.

Lastly, the engines are now either made of wet papers, or the AI decides to stop the ship instantly after getting hit. Because any hit now results in the ship stopping in over 90% of the encounters. In one of them I actually hit the bow with the 88mm three times and the ship stopped.

It cannot be an interference of another mod, since it also occurs when this one is the only one active. All of the above is sadly impacting the game to such a degree that I had to turn it off again - I'd rather only encounter the same ships again and again than having all the great ships of the mod but being able to sink only 3-5 of them before the ammunition runs out.
I was a bit surprised to see nobody else noticing this while browsing the thread. Granted, I did not read everything, but at least on the first and last dozen pages I saw nothing of the sort. Is it just me? Perhaps just very odd coincidences? If not and the problems persist, is there a way for me to fix it? Like tuning down the ship's armor or hp, or increasing the damage of my weapons if the the armor changes are across the board?
Fair complaints. - The MFM ships are, in part, the "children" of modified vessels from certain supermods in which the sinking model was adjusted. As a result, some may be hard to destroy.

If you open the Torpedo.zon file with S3ditor, you can increase the damage hitpoints and damage radius of the torpedoes as compensation.

As for shell damage, I feel like taking about 50-100 shells to sink a merchant ship is about right - See the following reports:

http://uboat.net/allies/merchants/730.html

http://uboat.net/allies/merchants/1318.html

http://uboat.net/allies/merchants/730.html

http://uboat.net/allies/merchants/2479.html

http://uboat.net/allies/merchants/760.html
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