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03-17-10, 04:11 PM | #1 | |
Loader
Join Date: Jul 2003
Posts: 90
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Quote:
In SHIV the change in state was visually announced by the appearance of lifeboats. Once the ships' crew decides to abandon ship, you put a sunken ship icon on the map and add the tonnage to your log. Quite natural and i really do not understand why this feature from the previous version of Silent Hunter wasnt carried over. Anyway, over to you and keep up the bloody good work mate! |
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03-17-10, 04:34 PM | #2 | |
Navy Seal
Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
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Quote:
But that's what I tried to explain; I don't know how to make that work yet, but I will keep it in mind and look into it.
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Contritium praecedit superbia. |
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03-17-10, 04:38 PM | #3 |
Sea Lord
Join Date: May 2008
Location: London UK
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The hitpoint tweaks are here
Good work. Good timing. I'm sailing out again tomorrow so I'll give this a go. |
03-17-10, 04:47 PM | #4 |
Navy Seal
Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
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Something I forgot to add: flooding time changes are global for all ships, warships included (yes, that's what 'all' means ).
Other tweaks include all Allied freighters, tankers and trooptransports. 1.0 is a complete rework; may feel a little different at first, but I'm confident it's a more refined solution. Think that's all I had to say. * ah wait, point on wheather: tested under 5ms winds. Perfectly calm sea might force you to spend a little more ammo, while rougher seas could save you some. Don't forget to give them some time to settle if you use the increased flooding times! (should see definitive results after 10-15 minutes) Alright, think that's it.
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Contritium praecedit superbia. Last edited by Arclight; 03-17-10 at 05:06 PM. |
03-18-10, 07:06 AM | #5 |
Sea Lord
Join Date: May 2008
Location: London UK
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So far during testing today, I have managed to sink only 1 out of 9 targets using 2 torpedoes.
Have waited about an hour in each case. They list very heavily but go no further. Is this as designed? Just seen your point about the weather, that may have something to do with it. My shooting range is set up dead calm. Will try some more testing in 5-7 ms weather, and get back to you. |
03-18-10, 07:15 AM | #6 |
Navy Seal
Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
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Also try to work with the ship; take your average C2 for example: put 1 torp in the engine room, and she will settle with the stern fairly low. Put another in the rear most hold, and she should go down.
Put 1 in the first hold near the bow, and it will have a smaller effect (the ship is naturally more heavy in the stern). Put another torp in the bow, halfway between the bow and the superstructure, and she will most likely still hold on, though barely. Now put a third coup-de-grace in the engine room (which now should be possible thanks to HP tweak), and that will be the end of her. It's about placement. Remember: it's possible to sink with 2 shots, not gauranteed. Also of note; the bigger they are, the harder they fall: the Victory cargo is the most sensitive, while the hog Island is rather stuborn. Not much I can do about that without reworking the zones.cfg and changing the .zon file for the model more extensively.
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Contritium praecedit superbia. |
03-18-10, 07:34 AM | #7 |
Navy Seal
Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
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Downloads: 53
Uploads: 10
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Now I can't do it either. Funny how something works in testing and falls on it's face later.
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Contritium praecedit superbia. |
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