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Old 09-02-13, 05:16 PM   #16
vdr1981
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Aaaa... Dumb me...
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Old 09-02-13, 05:52 PM   #17
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Aaaa... Dumb me...
There are not stupid questions but the ones that one omits to ask
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Old 09-02-13, 11:17 PM   #18
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Hmm. something's missing...



Oh ...i lost my rudder...aand propellers...and diveplanes... ...


i think i'm on the track...
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Old 09-03-13, 12:03 AM   #19
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Old 09-03-13, 01:57 AM   #20
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i think i'm on the track...
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Old 09-03-13, 04:10 AM   #21
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i think i'm on the track...

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Old 09-07-13, 11:51 AM   #22
vdr1981
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I will upload test version of this mod now...So far only type VIIb

- Added new controllers to.zon file
- Propellers are destructible and gradually loosing their efficiency
- rudders and dive planes are destructible too but looks like they do not loosing efficiency gradually...
- Reduced compartments hitpoins down to 50
- increased HP for certain interior equipment (like diesel and electric engines so they wont take so much damage from outside and lower calibres)
- Instant death disabled with increase of overall sub HP (but dont forget, compartments are very sensitive to direct hits)
- reworked submarine damage zones
- Addes armor to the bottom of the sub, (i saw this from SH4, OM and RFB boats) this should reduced HP loos when sub land on bottom and give you time to stop flooding... if compartment isn't completely destroyed off course...
- Increased sub armor to 13cm so that internal equipment won't be so vulnerable to lower calibers .
- Flooding repair times drastically increased
- Flotability values for compartments also dractically increased so flooded compartments will cause submarine sinking, better watch for compressed air...





In short, 1or 2 direct hits from large calibers to individual compartment will cause significant flooding and you wont be able to dive, in fact you will, but that wont bring any good. One destroyed and flooded compartment wont cause sub to sink but two will (surface)...Under the water ,situation is little bit diferent, most of the time blow ballast is only solution.Unfortunatelly , white flag wont help you if destroyer or anything with deck gun is near...

What i'm also very exciting about is that those modifications open quite nice possibility to fix finally DC kicking destroyer's asses bug (or en least to reduce it drastically) ...More on this later

DOWNLOAD
FX update 0.0.22 compatible , recommended mission for testing is TDW torpedo plane or any mission with some low -middle skilled destroyer or merchant . Those things are so accurate...

I'm still experimenting with torpedo tubes, periscopes, UZO...I have some interesting ideas but i will need help...

Last edited by vdr1981; 09-07-13 at 12:11 PM.
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Old 09-07-13, 12:17 PM   #23
vdr1981
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Question:

What would be considered "safe range" from exploding depth charge,historically? Range from which DC won't do any significant damage to sub hull except some shaking and playing with crew's nerves...Gap?

And also, is there any quick way to tune down overall AI precission?this is really essential and in combination with this mod can provide us much more realistic game play.

Last edited by vdr1981; 09-07-13 at 12:41 PM.
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Old 09-07-13, 02:04 PM   #24
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Originally Posted by vdr1981 View Post
Question:

What would be considered "safe range" from exploding depth charge,historically? Range from which DC won't do any significant damage to sub hull except some shaking and playing with crew's nerves...Gap?
I'm not gap, but here's some information I've been able to collect about different depth charge types. You'd be most interested in "Lethality Distance" (the maximum distance at which an explosion irreparably ruptured the pressure hull) and "Damage Distance" (the maximum distance at which the depth charge caused some level of damage).


Type D, Mk. III
Availability: 1917, still in service in 1940 (navweaps)
Explosive Charge: 300 lbs. (136 kg.) TNT, replaced with Amatol in 1917 (navweaps)
Sink Rate: 7 fps (2.1 mps) (navweaps)
Depth Settings: 300 feet max. (91 m) (navweaps)
Lethality Distance: 14 feet (4.3 m) (navweaps)
Damage Distance: 28 feet (8 m) (Henry, 62)
Notes: Used from late WWI up through 1940 due to insufficiency of Mk. VII at beginning of WWII (navweapons)

Mk. VII
Availability: 1939 (?) (navweaps)
Explosive Charge: 290 lbs. (132 kg.) amatol, later minor; TNT also used in hot climates (Brown, 37)
Sink Rate: 7 fps (2.1 mps) initially, accelerating to 9.9 fps (3.0 mps) at 250 feet (76.2 m) (Brown, 37)
Depth Settings: 300 feet max. (91 m), later 500 feet (182 m) (navweaps)
Lethality Distance: 20 feet (6.1 m), 26 feet (7.9 m) for minol version (Brown, 37; navweaps)
Damage Distance: 40 feet (12 m), 52 feet (15.8 m) for minol version (Brown, 37; navweaps)
Notes: Standard depth charge for first three years of war (navweaps)

Mk. VII (Heavy)
Availability: 1940
Explosive Charge: 420 lbs. (191 kg.) TNT, later Minol in 1942 (navweaps)
Sink Rate: 16.8 fps (5.1 mps) (navweaps)
Depth Settings: 300 feet max. (91 m) (navweaps)
Lethality Distance: 20 feet (6.1 m), 26 feet (7.9 m) for minol version (navweaps; Brown, 40)
Damage Distance: 40 feet (12 m), 52 feet (15.8 m) for minol version (navweaps; Brown, 40)
Notes: Had a 68 kg weight attached to increase sink rate.

Mk. VII Airborne
Availability: 1941
Explosive Charge: 290 lbs. (132 kg.) TNT (navweaps)
Sink Rate: 9.9 fps (3.0 mps) (navweaps)
Depth Settings: 25 feet (7.6 m) (navweaps)
Lethality Distance:
Damage Distance:
Notes: Converted for use on aircraft. Minimum aircraft drop speed and altitude were 150 knots and 150 feet (46 m) (navweaps)

Mk. VIII Airborne
Availability: 1942
Explosive Charge: 170 lbs. (77 kg.) Torpex (navweaps)
Sink Rate:
Depth Settings: 25 feet (7.6 m) (navweaps)
Lethality Distance:
Damage Distance:
Notes: Maximum speed and altitude were 173 knots and 750 feet (229 m). Terminal velocity of 600 fps (183 mps) (navweaps)

Mk. X
Availability: Trials in March 1942 (Henry, 150), introduced in December 1942 (Brown, 40)
Explosive Charge: 2000 lbs. (907 kg.) TNT (navweaps)
Sink Rate: 6 fps (1.8 mps) (navweaps)
Depth Settings: 220 feet (67 m) (navweaps)
Lethality Dist:
Damage Dist:
Notes: Launched from 21 torpedo tube (navweaps). Launched from stern of Captain class frigate; very few were ever used, but those that were recorded a kill rate of 50% (Henry, 150)

Mk. XI Airborne
Availability: 1942 (navweaps)
Explosive Charge: 170 lbs. (77 kg.) Torpex (navweaps)
Sink Rate:
Depth Settings: 25 feet (7.6 m) (navweaps)
Lethality Distance:
Damage Distance:
Notes: Improved Mk. VIII with concave nose to reduce ricochets. Speed and altitude limits were 250 knots and 1250 feet (381 m) (navweaps)

US Mk. 8
Availability: first issued to Atlantic destroyer escorts in 1944 (Friedman, 124)
Explosive Charge: 270 lbs. (122 kg) (navweaps)
Sink Rate: 11.2 fps (Friedman, 123)
Depth Settings: magnetic fuse, set to explode 20-25 feet from target (Friedman, 123)
Lethality Distance:
Damage Distance:
Notes: Reportedly 7 times as lethal as Mk. 9 Mod 1 and 5.5 times as lethal as Mk. 9 Mod 2. (Friedman, 123)

US Mk. 9 (Mod 1)
Availability: entered service in spring 1943 (Friedman, 123)
Explosive Charge: 200 lbs. (91 kg) (navweaps)
Sink Rate: slower than 22.7 fps (Friedman, 123)
Depth Settings: 50-300 feet (15-91 m) initially, later 600 feet (183 m) (navweaps)
Lethality Distance: 21 feet (?) (Friedman, 125)
Damage Distance:
Notes:

US Mk. 9 (Mod 2)
Availability:
Explosive Charge:
Sink Rate: 22.7 fps (Friedman, 123)
Depth Settings: up to 600 feet (183 m), possibly up to 1000 feet (305 m) (navweaps)
Lethality Distance: 21 feet (?) (Friedman, 125)
Damage Distance:
Notes:
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Old 09-07-13, 02:06 PM   #25
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Tnx. very useful!
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Old 09-07-13, 02:44 PM   #26
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Have you tested anything with my deck gun mod . Its not just the deck gun that's changed
http://www.subsim.com/radioroom/down...o=file&id=3521
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Old 09-07-13, 03:10 PM   #27
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Quote:
Originally Posted by sober View Post
Have you tested anything with my deck gun mod . Its not just the deck gun that's changed
http://www.subsim.com/radioroom/down...o=file&id=3521
Sure, it's one of my favorites...But it doesn't effect destroyer's or armored merchants precision, right? I like your concept to slow down gun motion in order to reduce AI precision. Have you done any testing with similar things for AI units?
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Old 09-07-13, 03:15 PM   #28
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Quote:
Originally Posted by vdr1981 View Post
Sure, it's one of my favorites...But it doesn't effect destroyer's or armored merchants precision, right? I like your concept to slow down gun motion in order to reduce AI precision. Have you done any testing with similar things for AI units?
I cannot remember what I changed but I think the guns precision was less on all guns I changed the elevation speed of all guns I think , so they should all be a little less accurate because there is always some kind of waves , big or small .
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Old 09-07-13, 04:37 PM   #29
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Quote:
Originally Posted by sober View Post
I changed the elevation speed of all guns I think , so they should all be a little less accurate because there is always some kind of waves , big or small .
Are you sure? I checked files and it looks like you edited only for submarine weapons?


Later, i will add fuel tanks zone which will cause fuel lose when tanks are damaged ...
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Old 09-07-13, 04:45 PM   #30
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Still can't understand:

- How to make periscopes and torpedo tubes unusable when damaged


Any help will be appreciated ...
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