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Old 01-22-09, 01:08 PM   #31
Webster
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Quote:
Originally Posted by tater
Shooting the same place is a bogus test if you understand the DM.

The stock DM has HITPOINTS.
then you are excluding anyone and everyone who is using auto targeting to play the game because auto targeting always targets the same area. its not about me understanding the damage modeling in the game. i do understand how it works but disregarding the damage caused by a second torpedo to the same spot is not realistic either.

if you dont hit the exact same spot with every test then you have no repeatable results so your test is not based on anything reliable. different compartments, bulkheads, and superstructures will be hit so nothing will be the same as the last test.

your in game results will always vary because of game conditions so for this reason and i understand this so all my test shows is the average results against ships armor levels and then other variables such as torpedo placements can increase or decrease the effective results.

Last edited by Webster; 01-22-09 at 03:44 PM.
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Old 01-22-09, 04:48 PM   #32
tater
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Based on hitpoints Yamato should be much harder to sink than in game since the hitpoints get removed by bombs, and she was hit by as many or more bombs than torpedoes.

As for auto-targeting... yeah, at one level I don't care in the least about that. Auto-target folks can always learn to crank the spread dial between shots. Designing the damage system to only be right when the shots all go through the same hole is less realistic than random hits, since hitting the same spot is the special case, not the other way around (there is only one way to do that, and infinite ways to NOT put them in the same hole).

It's pointless to argue this, but the stock game is every bit as broken as the stock campaign---if they couldn't be bothered to notice that there are 5 times as many Akizuki DDs in the opening month of the war alone than ever existed (and NONE existed during that first month of the war, either), why would you expect any fidelity in the DM?

All of this stuff takes huge amounts of testing, and they simply did not have time to test, they were barely given time to throw it out the door.

I'm not religiously attached to a no-hitpoint damage system, but the idea that any X hits, anywhere on the target should make it explode and sink is silly.

All this revolves around complaints about RFB that don't make sense to me, because I sink ships with the same number of fish that you claim they should sink with. I'm not some TDC guru, either, I miss alot, and as I said, I'm happy to just hit the ship at all, while I aim as a spread usually, I'm in no way aiming at particular spots, just trying to get as many hits as possible.

Put it this way, if you are running the stock campaign, the number of hits to sink should be the least of your complaints, the 4 CL-sized akizukis with crew skill set to low-grade moron escorting 4 tramp steamers... THAT should be your major complaint, lol.
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Old 01-28-09, 02:16 PM   #33
Webster
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Quote:
Originally Posted by ZeeWolf
The Battle Cruiser Kongo is undergoing a drydock inspection and re-fit and of
course a new and better paint job. Having added a new separate image for the
deck and some extensive UV rearrangement she is close to a redeployment date
and of course a download date.

ZeeWolf
just wondering how things were going with this fix? hope its going ok
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Old 01-28-09, 03:37 PM   #34
ivank
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Quote:
Originally Posted by miner1436
Work has started on the model.
What are those?
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Old 01-28-09, 04:00 PM   #35
tater
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BTW, my Real IJN mod (in RSRDC right now) has Kongo already fixed up a bit, though NOT her textures. I added nodes to place radars on her, for example.

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Old 01-28-09, 06:16 PM   #36
miner1436
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Quote:
Originally Posted by ivank
What are those?
Skylights I think, im taking a break from kongo, trying to figure out how to detach faces on the new Nagato mod.

http://img90.imageshack.us/my.php?image=41984902ij2.jpg
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Old 01-28-09, 06:55 PM   #37
ZeeWolf
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Default Kongo Update

Hi guys, thought I'd give you an update

ZeeWolf

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Old 01-28-09, 07:46 PM   #38
tater
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Nice, what did you use for the mainmast change? (funnels look nice as well).

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Old 01-28-09, 11:38 PM   #39
ZeeWolf
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Quote:
Originally Posted by tater
Nice, what did you use for the mainmast change? (funnels look nice as well).

Thanks tater, I redone the mast after I did some snooping around on the web for
details and images.

ZeeWolf
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Old 01-28-09, 11:40 PM   #40
tater
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You made the model yourself? Excellent!
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Old 01-28-09, 11:45 PM   #41
tater
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One suggestion:

Make sure that the Type 13 radar you have installed on the mast is not fixed to the mast model. That way it can be off earlier in the war, and on once Kongo gets her air-search radar.

The same goes for the type 21. Both radars are already in game, they just needed to be added to the models. Note that you can do this in the eqp file if you place Y nodes.

tater
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Old 01-29-09, 12:06 AM   #42
ZeeWolf
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Quote:
Originally Posted by tater
One suggestion:

Make sure that the Type 13 radar you have installed on the mast is not fixed to the mast model. That way it can be off earlier in the war, and on once Kongo gets her air-search radar.

The same goes for the type 21. Both radars are already in game, they just needed to be added to the models. Note that you can do this in the eqp file if you place Y nodes.

tater
ok, will do

ZeeWolf
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Old 01-29-09, 12:44 AM   #43
tater
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You can alwats have it as a separate 3d model within the dat, that's NP.

What I did with the Real IJN mod (in RSRDC, or I can up Kongo for ya) is placed the type 13 where I wanted, then placed a Y node at the same coords. The, dumped the radar. Now, int he eqp file, the radars can be off, then on as the date changes automatically.

I did this for most IJN ships in RIJN. I didn't do a few for want of either better late war masts, or a good bracket to install it.

Kongo
also gets a Type 21 on top of the pagoda gun director. Same deal, a Y node right on the top surface of the director, then add the type 21 in the eqp file (the type 13 and 21 radars are in guns_radars.dat.

Note that I have added a few variabt versions of those radars, too. Mostly ersatz brackets since I lack the 3d chops to build them from scratch.

<S>

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Old 01-29-09, 02:06 AM   #44
LukeFF
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Looking superb! Me likes that new paint job as well.
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Old 01-29-09, 04:18 PM   #45
ZeeWolf
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Quote:
Originally Posted by tater
You can alwats have it as a separate 3d model within the dat, that's NP.

What I did with the Real IJN mod (in RSRDC, or I can up Kongo for ya) is placed the type 13 where I wanted, then placed a Y node at the same coords. The, dumped the radar. Now, int he eqp file, the radars can be off, then on as the date changes automatically.

I did this for most IJN ships in RIJN. I didn't do a few for want of either better late war masts, or a good bracket to install it.

Kongo
also gets a Type 21 on top of the pagoda gun director. Same deal, a Y node right on the top surface of the director, then add the type 21 in the eqp file (the type 13 and 21 radars are in guns_radars.dat.

Note that I have added a few variabt versions of those radars, too. Mostly ersatz brackets since I lack the 3d chops to build them from scratch.

<S>

tater
Hey that would be cool if you could upload it for me. I am at the point now I could
roll in your changes and take advantage of your help.

ZeeWolf
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