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Old 03-17-10, 04:11 PM   #1
schurem
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Quote:
Originally Posted by Arclight View Post
You mean like a sunken ship icon on the map?

I'm not familiar with creating effects, or even coupling them to objects in the editor, but I'll keep it in mind, something to do once they sink properly.
What i meant is that when a ship changes game state from alive to destroyed, its map icon is replaced. This change in game state is not obvious if you are not looking at the map. Well it kind of is with all the 4th of july fireworks, but if its a slow sinking it isnt, right?

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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Old 03-17-10, 04:34 PM   #2
Arclight
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Quote:
Originally Posted by schurem View Post
What i meant is that when a ship changes game state from alive to destroyed, its map icon is replaced. This change in game state is not obvious if you are not looking at the map. Well it kind of is with all the 4th of july fireworks, but if its a slow sinking it isnt, right?

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!
From what I can tell from the files, it's supposed to be there. Probably ran out of time.

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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Old 03-17-10, 04:38 PM   #3
sergei
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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.
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Old 03-17-10, 04:47 PM   #4
Arclight
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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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Last edited by Arclight; 03-17-10 at 05:06 PM.
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Old 03-18-10, 07:06 AM   #5
sergei
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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.
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Old 03-18-10, 07:15 AM   #6
Arclight
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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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Old 03-18-10, 07:34 AM   #7
Arclight
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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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