View Full Version : [REL] Die Slowly Stage 13
Redwine
05-12-07, 05:32 PM
(LAST VERSION: "DIE SLOWLY STAGE 16")
http://www.subsim.com/radioroom/showthread.php?p=586583#post586583 (http://www.subsim.com/radioroom/showthread.php?t=116948)
DIE SLOWLY STAGE 13 :
Hi all... after 13 stages of evolution and tests, i think so this tweaks are ready to share.
It is a team job made together with Pcelt, without his help, job and effort this pack of tweaks was not posible.
Many thanks to all people discusing and adding info into the forum....
Nothing amazing, just some small changes with lot of test, thats all.
It is just a small pack of tweaked files realted to ships and subs damage model.
It is only about damage, and some optionals related with survival probability.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
From the Readme :
############
Why these tweaks ?
################
The stock game has some anoying things, some merchants are to hard to sink, needs up to 10 torps according people reports, when battleships, even the Yamato, are too easy to destroy, some small battleships sinks with 2 or even a single torp, and the Yamato with only 3 torps.
Some battlesips has only 300 HP ! (Ise and Ise2) and Yamato 800, some heavy cruisers has 300 hitpoints, when some medium merchants has 300 and even 400 hitpoints, and some large merchants has 400 hitpoints.
And all destroyers has 400 HP... more than the Ise and Ise 2.
So, some times was so hard to sink a medium merchant than a heavy cruiser or even a small battleship as Maya.
Plus, some large and medium merchants has a behaviour into a builded test mission, but into the campaign, they seems to have not the same behaviour.
Those filled with fuel or ammo as load up, seems to have the same behaviour.
But there are some others, wich do not explodes, wich are so hard to sink, demanding up to 10 toprs.
Initially we think they are thos efiled with freight, but into a test mission those filled with freight
have not any problem, the remaining option is they may be empty ships.
You can roll back the weaked ships, but you must to take in account, with the reduced hitpoints, in example a conflictive Nippon Oiler, large modern tanker, filled with ammo or fule will take most of the times a single torp, ocasionally 2.
Filled with freight into a test mission, it takes most times 2 torps, and ocasionally 3.
Empty in campaign, it may need between 3 and 5.
But if you roll bak the files to stock hitpoints for all cargo ships, in example this ship, empty in campaign,can take up to 8 or even 10 torps.
Use of new .zon files with smaller hitpoint on merchants is reccomended.
The files .zon for Battleships and Heavy Cruisers has increased hitpoints.
The sub has some strange things as in example the knowed "Domino effect", wich can not be called a bug by sure, but if it is a "feature", it is very anoying.
When your sub take damage, wich happens too easy, after repairs, you have the mesage string mesage "Hull is repaired...sir!" and the voice mesage "Hull is intact...sir!".
It is very anoying because it a lie. Your hull is stressed and can have lot of damage.
With your hull stressed, your crush depth is not any more your "build" crush depth.
It is reduced dramatically. Some times you crush even if attempt to dive to periscope depth.
After lot of watch the files, can not found which trigger or controls this reduction in the crush depth.
The only way to live together with this feature, is to make the sub more strong and give you more chances to be able to dive, after take damage, almost at periscope depth, and if posible up to crash dive depth, to be able to scape from planes and DDs in the remaining time of the mission to be able to back home.
This set of tweaked files not solve it, the "Domino effect" is still present, but it is not too
pronunciated as before.
Most of the times, you will be able to hide your sub from enemies at periscope depth safelly, and most of the times you will be able to dive to crash depth, with no problems.
Often you will be able to reach even the thermal layer, but under 50m it is an unkow territory.
Under 50m you are not sure if you can be crushed suddently.
Of course 50m is not an exact value, it is uncertain, may happen at 45m or at 70m.
What Changes :
############
Battleships and Heavy Cruiser was made more strong to sink.
Some merchant ships, those conflictive ships, was made more weak.
Torpedoes was powered-up.
All flooding times for all ships was increased, now they sinks more slowly, you can wait for them to sink,or use more torps to terminate them quickly.
Planes was made more weak, AAA is good, but planes seems to be non destructible items.
Sub was made more strong.
Depth charges lethal radius was reduced, stock values are unrealistically exagerated, the lethal radiuswas reduced, but be ware, any way new values are bigger than in real life.
New values are a random value between 1.5 and 3 times the real life values, it is to not make the game so easy.
Many new FX effect added, not sure if all them works, but ingame tests are so spectacular.
Some aditional tweaks at user decision was added, they are important too, to survival probability.
.
.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
More detailed explanation inside readme, but i started to make changes and test, try and error, attempting to balance the hard to sink merchants and the too easy to sink battleships.
After this... we take hands on the anoying sub "domino" effect.
Any of both problems was solved at all, but now they happens not too often.
In most of the cases, after take severe damage, you will be able to safelly dive to periscope depth, and in most cases, to cash dive depth without the domino effect.
The domino effect is still present but it is not too intrusive now.
All, ships and subs, sinks more slowly now. All flooding times was increased for ships and subs.
Many hit points was changed, and was adjusted asymetrically when it was posible.
Torpedo power was rised up, but their damage radius was reduced sustancially to not spread the damage too much.
Depth chrages radius was reduced too, but still having stock damage power.
It is not a magamod, it is not intended to replace any of wonderful megamods like as Ducimus one, due to this fact, some tweaks wich can be present into some megamod was included as optionals.
One example... :
the radar fix, included into great Ducimus magamod, it is optional in this present mod, Ducimus follow a diferent way, if i am not wrong, he deactivated SD radar, and made the SJ to detect planes, this mod do not deactivated the SD radar, but it is capable to detect ships... two ways to make the same.
Then it is good you have the choice to preserve you present files as Ducimus ones if you are satisfied with them.
As wrote before, nothing amazing, nothing strange, just a fine polishement of the damage model, wich makes a small diference, may be you will like it or may be not.
Mod includes extended battery life and crush depths, not sure if the same values used by other modders, I use some web pages for battery life, and 1.5 test depth for crush depth, because it was sugested as historical security coheficient by people on this forum, may be the same used by CCIP but not sure.
Red needles was adjusted to round numbers between 12 and 15 meters over the crush depth according sub model, so you can reach them and be at few meters of the adjusted crush depth.
Some people found it enjoyable, then may be it is time to share it after 13 stages of evolution.
Good if into patch V1.3 the problems wich generates the existence of this mod can be fixed, because this mod do not, it only makes some anoying behaviours not happens too often, and add some small game play changes and effects.
Read each readme to more detailed explanation.
If you want to try...
Die Slowly Stage 14 :
(LAST VERSION: "DIE SLOWLY STAGE 16")
http://hosted.filefront.com/Redwine
Note: New optional sounds FX can cause a small FPS droop.
They are DDs and Cargo propellers sounds and depth charge explosion from inside the submarine, they are nice, but if you experience some FPS doops, just remove them.
You can have this level of damage, survive, and be able to dive to periscope depth, to crash depth, and even to reach the thermal layer with no "Domino" effect.
http://img509.imageshack.us/img509/8238/sh4img75200715122890qt9.th.jpg (http://img509.imageshack.us/my.php?image=sh4img75200715122890qt9.jpg)
The changes made, generates some stange ways to sink... and some more frecuent FX effects.
You can see this kind of ship's damage often....
http://img503.imageshack.us/img503/3248/sh4img105200716421781nz9.th.jpg (http://img503.imageshack.us/my.php?image=sh4img105200716421781nz9.jpg)
http://img503.imageshack.us/img503/3737/sh4img1252007183353859am9.th.jpg (http://img503.imageshack.us/my.php?image=sh4img1252007183353859am9.jpg)
http://img523.imageshack.us/img523/83/sh4img1752007141048609yq6.th.jpg (http://img523.imageshack.us/my.php?image=sh4img1752007141048609yq6.jpg)
http://img405.imageshack.us/img405/5791/sh4img1752007141052640hf9.th.jpg (http://img405.imageshack.us/my.php?image=sh4img1752007141052640hf9.jpg)
http://img186.imageshack.us/img186/4011/sh4img175200714542375dc5.th.jpg (http://img186.imageshack.us/my.php?image=sh4img175200714542375dc5.jpg)
http://img405.imageshack.us/img405/7171/sh4img175200714544687uw3.th.jpg (http://img405.imageshack.us/my.php?image=sh4img175200714544687uw3.jpg)
http://img405.imageshack.us/img405/4879/sh4img175200714741328ta7.th.jpg (http://img405.imageshack.us/my.php?image=sh4img175200714741328ta7.jpg)
Here you can see a DD wich is severe damaged, but not destroyed, it is "alive" yet, but with zero speed, semisubmerged, but it dont sinks, stay floating for ever.
http://img293.imageshack.us/img293/957/sh4img1752007153216203ye5.th.jpg (http://img293.imageshack.us/my.php?image=sh4img1752007153216203ye5.jpg)
http://img293.imageshack.us/img293/2285/sh4img175200715324178ow2.th.jpg (http://img293.imageshack.us/my.php?image=sh4img175200715324178ow2.jpg)
kakemann
05-12-07, 05:51 PM
Fantastic news Redwine! Glad you took time to look at this issue! Will definately download at once!
Thanks a million! :up::up::up:
Redwine
05-12-07, 06:20 PM
Fantastic news Redwine! Glad you took time to look at this issue! Will definately download at once!
Thanks a million! :up::up::up:
You are welcome ! :up:
Do not say Fantastic yet, wait to test first !! :rotfl::rotfl:
I hate that issue... so i stoped all other jobs adapting SH III mods into SH IV to take hands on it.
Sadly, it is not posible for me to solve them.
The unsikable ships was, i think so, because they are empty, it needs to edit all campaing groups, when filled with cargo, fuel or ammo, there is no problem, any way, they takes smaller quantity of torps now, and it is good to have many difrent way to sink them ,and the uncertain if they will take a single torp or four.
About the sub, the domino effect is due to the hidden hull damage, this fact reduce dramatically the crush depth.
I was not able to found where to tweak this reduction, the only ways remains is to tweaks the hull resistence, but we must to be ware to not make the sub a supersub.
I think so it is an aceptable balance into the sub resistence and the domino reduction... any way, if you are hited by a well aimed depth charge, you are done...
For those who can found the tweaks a little hard, i think so not, there is the option to uncheck the "Realistic Repair Times" to improves the repair times.
Or not use the rediced radius depth charge files...
The test was made on a Salmon sub, with realistic repair time activated, and with normal crew asignement in first campaign patrol, you can improve you crew along the patrols.
S Class will be more weak, and Balao and Gato a little more strong.
Torpedo settings was tested with MK 14 and 23...
If you use MK 10 and 18 you will need more torps, and if you use the powerful MK 16 you may need less.
:up:
I noticed that this mod returns the inadequate battery endurance. Six hour submerged travel (4kts) uses 50% of the battery juice. Is this correct?
kakemann
05-14-07, 01:22 PM
Good question. I use CCIP's improved battery life mod - is this something that could be added Redwine? Thanks a lot anyways! :rock:
Redwine
05-16-07, 07:25 AM
Good question. I use CCIP's improved battery life mod - is this something that could be added Redwine? Thanks a lot anyways! :rock:
Hi Kakemann ....
Sorry for not ask before, returning to my home yet now from a travel.
I really dont know what vales was used by CCIP.
I attempt to adjust values as near as posible to the historical data i found on the web.
For Gato and Balao, it was 100nm peace time, and 115nm war time at 3knots.
As i use 2 knots for silent running, i adjust values for 2knots, instead 3 knoes and rise the value from 115nm up to 130nm.
Other subs (except Porpoise) has an endurance of 48 hours at 2knots as historical data, it is 96nm at 2knots.
How i am not sure at all if files use nm or sm, i rise those values considering dat in files are statute miles, and set 110n.
About Porpoise, i cant found historical data, so i adjusted the stock value increased considering files use statute miles, (stock x 1.13) 86nm at 2knots.
Data :
Gato and Balao :
Historical : 100nm at 3knots peace time, 115nm at 3knots war time.
Adjusted : 130 at 2knots
Gar, Salmon, Tambor, Sargo, S Class :
(S Class unknow, assumed same as for Salmon ....etc.)
Historical : 48hs at 2knots, 96nm at 2knots.
Adjusted : 110 at 2knots.
Porpoise :
Historical : Unknow...
Adjusted : Stock x 1.13 at 2knots.
As you can see... all subs have values (just or over) the realistic values.
The problem may be... in my files, all values are adjusted on 2 knots.... any knot above 2 knots, reduce dramatically the endurance. If you adjust 3knots, or 4knots, or 5 knots.... the max range droops dramatically.
Remember resistence increase at power ratio with speed, then at 4 knots energy compsumed will be 4 times the energy of 2 knots. Then you MUST to have ONLY 25% of the max range at 2knots. Not sure if this is the coheficient used by the program... but the reduction is dramatic.
Why i use 2 knots ...? Because the real silent runing speed if i not remember bad, was 1.5 knots.
And... my badest situation was an scape when i was enforced to maintain silent running too much time.
Posibilities :
.zon files are related to sub resistence... not .sim files.
Then....
1]
You can use .sim CCIP's files, if you feel better with them.
The only changes made on them was related to surface, and submerged endurance.
2]
You can open the files using MiniTweaker from TimeTraveller, and adjust values at your pleasure.
But you must to take this present, if you adjust a determined value for 4knots in example... when you adjust 2knots for silent running, you may have the max range reduced.
Almost it is what happens for diesel surface endurance.
Any knot above... or under... the adjusted value, decrease dramatically the max range.
May happen into electric max range...
I can copy the CCIP values, but it is not needed, you can just use the .sim CCIP files and thats all :up::up::up:
kakemann
05-16-07, 07:56 AM
Thanks a lot for good answer. If you already made changes from stock which is historically accurate - I wouldn't have to worry about that! Downloading! Thanks again, mate! :D
Redwine
05-16-07, 09:16 AM
Thanks a lot for good answer. If you already made changes from stock which is historically accurate - I wouldn't have to worry about that! Downloading! Thanks again, mate! :D
You are welcome... :up:
That was my intention, but may be it is not exact accurate.
This is a test time, all feedbacks are welcome.
Any way all files are easy to modify, i can guide you or somebody to adjust changes to a diferent personal taste.
:up:
9th_cow
05-18-07, 06:04 PM
thank you !
Redwine
05-26-07, 11:50 AM
thank you !
Many thanks...! :up:
For those who are using the mod... Stage 13d is last version updated just today.
I need comments as feed back to improve the mod, and fix any error or bad behaviour please.
leovampire
06-03-07, 03:44 PM
Looks like you already did what I was working on going to have to download yours and see how much like mine it is. I never downloaded any of your versions yet going to do so now.
Maybe the only difference is that I got all the 2d interiors installed and working.
thanks but, and no offence, SSSSHHHHHIIIIIIIITTTTTTTT! Because you got it out and working brfore I did! LOL
Redwine
06-03-07, 04:41 PM
Looks like you already did what I was working on going to have to download yours and see how much like mine it is. I never downloaded any of your versions yet going to do so now.
Maybe the only difference is that I got all the 2d interiors installed and working.
thanks but, and no offence, SSSSHHHHHIIIIIIIITTTTTTTT! Because you got it out and working brfore I did! LOL
Just test my files and send to me yours, may be we can pick up some of our settings and make a good blend ! :up::up::up:
I am just trying to upload a new version but FileFront is out of service from yesterday...
leovampire
06-03-07, 06:10 PM
I got them in mine and adjusted to work so that when a torpedo hole is created you can see the interior in that area.
Also I think the reason why sometimes torpedo's didn't make holes in ships was because there was nothing in that area behind it. See the dev's got rid of almost all of it in the patch for slow down problems and they didn't set them in the right places so sometimes the parts would stick out of the ships outer hull.
plus I found out you can intensify some of the stock explosions by adding values
for example:
In yours you have a line like this:
Effect2=#oil_explosion
but i found if you do this as in mine:
Effect3=#oil_explosion, 50
that extra value after the comma makes a difference
Plus the way the set up is in the game files the oil explosion tends to make a more fire type cloud than smoke because of the heat of the oil / fuel
were as the ammo explosion dosn't show as much heat in the cloud
Okay this is what I have for one of my engine rooms:
Crash Depth=100
CargoType=Oil
Effect1=#dc_bubbles, 50
Effect2=#Oil_trace, 100
Effect3=#oil_explosion, 50
Effect4=#Fire_medium, 25
Effect5=#Catastrofic_explosion, 50
With having oil in the cargoType it makes a difference in the way it all reacts
Also by setting up a Crash Depth with a value like I did when that part of the ship reaches
that depth and beyond you get secondary explosions underwater that you can hear through
the hydraphones like bulk heads giving away as it sinks. If you make different crush depths
for each section you get explosions under water at different depths and times. And also the
#dc_bubbles, 50 effect makes it look like the fuel / oil is heading to the surface of the ocean
as the ship sinks and looks kind of cool!
For example here is what I use for a Fuel Bunker:
Crash Depth=50
CargoType=Fuel
Effect1=#dc_bubbles, 50
Effect2=#Oil_trace, 100
Effect3=#oil_explosion, 100
Effect4=#Fire_medium, 50
Effect5=#Catastrofic_explosion, 100
Like I said in the private message to you I have been working on this for
a couple of months but I am glad that you got it out for people to enjoy
some of what I have in my own game. You just got it done and out before
I did LOL! Well done Redwine!!! great work!
Redwine
06-04-07, 08:27 AM
I got them in mine and adjusted to work so that when a torpedo hole is created you can see the interior in that area.
The ship interior is showed after a torpedo hole is created, the level of this detail is into game options, but to see well the ship interior after a torpedo impact, you need to increase the torpedo damage radius.
I do not like this way, because it spread too much the damage to the adyacent compartements and reduce the ships detroy time.
My intenption was to cause too much different ways to sink, but many or most of them...slowly.
I hate the 10 seconds sinks of the stock game.
Also I think the reason why sometimes torpedo's didn't make holes in ships was because there was nothing in that area behind it. See the dev's got rid of almost all of it in the patch for slow down problems and they didn't set them in the right places so sometimes the parts would stick out of the ships outer hull.
It is not too clear up to now, the damage caused by the torpedo hit is not always the same, it is a combined result of a random explosion radius and a random explosion power.
It depend of you max and min settings into your files... plus... another extra parameter is working, the magnetic detonation range, so if you have by random, a min radius with min or low power, exploding at max magnetic pistol detonation range... you can have no hole.
Plus in the files, the torpedo effectivity deppends on angle of attack too, wich can cause variations on effects.
plus I found out you can intensify some of the stock explosions by adding values
for example:
In yours you have a line like this:
Effect2=#oil_explosion
but i found if you do this as in mine:
Effect3=#oil_explosion, 50
that extra value after the comma makes a difference
That is a personal taste, with no comma and value, it is at defaul setting, wich means it will happens at 100 % of the hitpoints.
It is at total compartement destroy.
If you add a value, sure it make diference, in your example it will happens at 50 % of the total damage.
It is posible to set it at (, 1) 1% and you wiull have a lot of effects, but we must to maintain the effects without to enter into an abusive quantity.
Of curse it a matter of personal taste.
Okay this is what I have for one of my engine rooms:
Crash Depth=100
CargoType=Oil
Effect1=#dc_bubbles, 50
Effect2=#Oil_trace, 100
Effect3=#oil_explosion, 50
Effect4=#Fire_medium, 25
Effect5=#Catastrofic_explosion, 50
With having oil in the cargoType it makes a difference in the way it all reacts.
Sure... the effect is amazing with fuel or ammo.
[quote=leovampire] Also by setting up a Crash Depth with a value like I did when that part of the ship reaches
that depth and beyond you get secondary explosions underwater that you can hear through
the hydraphones like bulk heads giving away as it sinks. If you make different crush depths
for each section you get explosions under water at different depths and times.
The crash depth is not the crush depth, it is the max depth at wich the game modellates the 3D object, not related with a real crush depth. (almost taht was into SH III)
The secondary explosion happens in my settings too, the quantity of them deppend on particular settings, if you make the compartements slow destructibles, may be the sinking ship reachs the crash depth, the game stops to modellates the ships, and this secondary explosions do not happens.
If you play a lot with the settings, you will foeund they change, any way, the way to increase them, may be not in concordance to have a slow way to sink.
Some times when you change some settings, and improve some effects, you ruins another set of effects.
And also the
#dc_bubbles, 50 effect makes it look like the fuel / oil is heading to the surface of the ocean
as the ship sinks and looks kind of cool!
For example here is what I use for a Fuel Bunker:
Crash Depth=50
CargoType=Fuel
Effect1=#dc_bubbles, 50
Effect2=#Oil_trace, 100
Effect3=#oil_explosion, 100
Effect4=#Fire_medium, 50
Effect5=#Catastrofic_explosion, 100
My mod is not finished, it is work in progress, your settings sound interesting, but as i wrote before, i think so we must not to fall into an abusive or masive quantity of effects, for two reasons, it may be looks a little unreal, and it cause a big droop into FPS.
I am not too worry about unreal effects, after all it is a game and i want amazing screen shots, but to have always amazing effects may be the same as to have not htem always.
I think so the objective must be the surprise, you never must to know how the ship will sinks....
Any way, you can try to reduce the value after comma, to have those effects a little bit early, you use often the value 100, wich means the effect will be shoot after 100% of compartement damage, but as wrote before, be ware about FPS, not all people have a top end computer, i have a PIV 3.4, ATI X800 XT PE and 3Gb RAM and my FPS ofetn droops under 25 FPS when those effects happens.
Like I said in the private message to you I have been working on this for
a couple of months but I am glad that you got it out for people to enjoy
some of what I have in my own game. You just got it done and out before
I did LOL! Well done Redwine!!! great work!
Many thanks for the compliments, and about your job, you say nothing before, if not sure i was happy to help you sharing my experience...
Remember my mod do not only tweak the ship damage, it tweaks the sub damage too to reduce the Domino effect.
Plus add some other twaeks related to survive probability too, as Depth charges, radar and more...
Ask what you need... :up::up::up:
Redwine
06-04-07, 08:34 AM
Last UPDATE :
June 04 2007
Version : "Die Slowly Stage 13e"
It includes a new reworked textures for Torpedo Hit Splashes and other effects.
The diference between "Stage 13", and "Stage 13a", b,..... e, are some new FX effects.
Download here :
http://hosted.filefront.com/Redwine
Thanks Redwine.
I noticed with filefront you also have a torpedo splash mod, is that included in this one or should I d/l that also for more eyecandy.:hmm:
BTW it takes a very very long time for some ships to sink, so the name of your mod is very very well chosen.;)
Greetings:up: :up: :up:
Bando
Redwine
06-04-07, 09:57 AM
Thanks Redwine.
I noticed with filefront you also have a torpedo splash mod, is that included in this one or should I d/l that also for more eyecandy.:hmm:
It is the same included into the Die Slowly mod, but as a stand alone mod.
It is so similar i made for SH2 ... but that for SH 2 works much better than it.
Sadly i can make to works a "torpedo damage textures" i done for SH3 into SH 4.... :damn:
I cant make the new textures to works here, the torpedo impact damage model works different here.
BTW it takes a very very long time for some ships to sink, so the name of your mod is very very well chosen.;)
Greetings:up: :up: :up:
Bando
Many thanks !!
That was the idea.... :up:
That's too bad, although you won't hear me complain.
Sometimes, especially at dawn or dusk, I'm still in awe as I stand on the bridge to look outside. The sea lookes like a sea should look like, the sun sets or rises, one can almost smell the sea. I can feel the peace I felt when I was at sea. ( that is; untill some jap crap comes along.....)
This is a great game to play.
Greetings
Bando
leovampire
06-04-07, 11:37 AM
I like that you started to get into the part about flood times and what not I hadn't fiddled around with that yet I was adjusting the hit points and Armor settings along with the effects settings for now. But I wasn't too worried about my sub as I am a play it safe and slow and carful type of guy wike they would be in real life. I just wanted to make the game play a little more interesting as far as effects go. But I did find that I get to see a lot more interior sections after torpedo hits and deck gun rounds since I put all the 2d interiors inside the hulls. That is another reason why mine was taking so long. Plus I was doing it alone, making changes then playing to see the results then making more changes and playing a test round again and so forth.
SteamWake
06-04-07, 01:20 PM
First let me say many thanks for your efforts these "adjustments" were sorely needed.
Now could you please check the numbers for "Modern Medium Composite Freighters". I hit one with three good solid (torpedos) shots and she dident even slow down. I finally brought her down after about 40 AP rounds at the waterline.
Thanks ! :up:
Redwine
06-04-07, 04:13 PM
First let me say many thanks for your efforts these "adjustments" were sorely needed.
Now could you please check the numbers for "Modern Medium Composite Freighters". I hit one with three good solid (torpedos) shots and she dident even slow down. I finally brought her down after about 40 AP rounds at the waterline.
Thanks ! :up:
Is there some strange thing with some cargo ships, i attempt to fix it and reach to do it but partially.
If the ship is into a single mission, and filled with cargo, fuel or ammo, the settings works as it is souposed.
Those are the coices into a single mission... cargo, fuel or ammo.
But in campaign, seems to be some ships... diferent, a 4th option, may be empty, wich requiere more torps.
You do not found these kind of ship at every time, but some time they appears and you have a more hard ship.
I can make settings to make those shis weak, but then the ships filled with cargo, fuel or ammo become so easy to sink.
Even when you found this ship anoying, finally you will feel, it is good to have a wide variety of ways/maners to sink.
Every some time, you will found a pack of ships wich needs more torps.
Into the files you have optional .zon files to chage them to a biger or smaller hitpoints values, you have .zon files for 200, 300 and 400 Hitpoints...but i think so the mod stock are the better, mod stock is for 300 hitpoints, you can change it for the 200 hitpoints one if you feel bad with the mod default one, but remember, then, when you found a ship filled with ammo, or fuel, or cargo, it will be easy to sinks, sure with a single torp.
Another thing to take in consideration, is... wich torps was you using, mod was adjusted to MK-14 and 23, if you are using MK-10 or 18, you will need more torps, and if you use MK-18 you will need few.
Many thanks for feedback.... any way i will check them for more impressions on their behaviour...
Redwine, what are the Hiryu and Shokaku CVs like with this mod. I almost always capsize them with a single torpedo, always with 2.
Redwine
06-04-07, 04:58 PM
Redwine, what are the Hiryu and Shokaku CVs like with this mod. I almost always capsize them with a single torpedo, always with 2.
I didnt touched them... good if you can give some feedback, i made some zones destructibles and increased the torpedo power, then if you hit them into a fuel or ammo bunker they can be easy detroyed, but some times a carrir take 3 torps...
I made the mod too much time ago, it had lot of downloads, but very few people give a feedback and impressions, so i still on "my way", with no feed back is hard to see all things.
Please, share your impressions if you are using the mod, and may be we need to add new tweaked files for more ships.
I will test Hiryu and Shokaku CVs, are they into a single mission ?
Wich one ?
Many thanks for interesting !!! :up:
I'll make a mission and test them out. My concern is that the stock game has CVs way way too easy to sink. In any kind of rough sea, a single hit will always bring down an IJN CV. Oddly, it is harder to take out a Taiyo in my experience.
I was testing 13e vs various merchant targets. While I saw a few interesting sinkings, I also seemed to kill them with one shot far more than I am used to. Default depth setting, yet I saw damage I had never seen before. Instead of a large hole, I saw a huge bit out of the bottom of the hull. Clean, like it was never there.
So though the actual sinking took more time, the destruction of the ship seemed easier to me. I blew Kongo up like Arizona with a single torpedo, CVs sink the same as ever, 1 hit, they go down.
Redwine
06-05-07, 08:03 AM
I was testing 13e vs various merchant targets. While I saw a few interesting sinkings, I also seemed to kill them with one shot far more than I am used to. Default depth setting, yet I saw damage I had never seen before. Instead of a large hole, I saw a huge bit out of the bottom of the hull. Clean, like it was never there.
That was the idea, to have lot of diferent ways to sink, even with a single torp.
If you play the mod in campaign, you will found many medium and large cargo ships need 4 and more torps.
This was one of the things i attempted to fix with the mod, the unsinkable merchants.
The unsinkable merchants are more weak now, but it make the others, filled with fuel or ammo, more easy to sink.
If i made the merchant more hard to sink yopu back to the stock status, and when found those cargo ships empty they takes 8 or 9 or even 10 torps, wch was one of the things i attemped to fix with this mod.
Please, play the mod, many misssion in campaign, you will found not avery ships is easy. :up:
So though the actual sinking took more time, the destruction of the ship seemed easier to me. I blew Kongo up like Arizona with a single torpedo, CVs sink the same as ever, 1 hit, they go down.
As wrote before, i didnt touched the carriers, they are as stock.
About the Battleshisp, they was extremelly easy to sink before. I increased a lot their hitpoints.
But... a critical explosion is always present, some times, you can hit the ammo bunker and a single torp may be enough, but almost in my test it happens very very few times for me.
Normally an ISE and ISE2 wich needed a single torp before, needs 4 torps now.
Yamato needs only 3 torps before, now it need 6.
Kongo has the same hitpoints as ISE and ISE2 in the mod. So the normal... must be, it need 4 torps too. Most of the times it takes 3 torps for me.
The critical probability to sink a big ship with a single torp is present, the matter is it must not happens to often, if not we need to reduce it.
Any way we can recheck it...
The place of the impact is decisive for the damage caused.
About the carriers....
I didnt touched them... they are like as in stock. I only touched, medium and large merchants, battleships, heavy cruisers and DDs.
I note a small carrier, can be sinked with a single torp if you hit it at 1/3 of ship lenght, but need 2 torps if you hit it in example at middle ship and at stern.
But a big carrier needs most of the times 3 torps...
For your feed back i think, we must to recheck Kongo, even when it has the same hitpoints as another BBs.
And we need to adjust carriers.
What are your suggestions ?
How many MK-14 fro to sink a small carrier (17.000tn) ?
(it needs 1 or some times 2 now)
And how many to sink a big one (35.000tn) ?
(it need 3 torps now)
:up::up::up:
Redwine
06-05-07, 12:04 PM
Well... i am working on CVs... i didnt touched them, because no body claims for them, up to now.
They was really weak. I am tweaking them and testing now.
Will be another version with stroger CVs.
There was a small CV with only 400 HP, and the bigger one, 35.000tn, was only 550 HP.
The main problem is they do not react too much to HP increase.
May be due to their low armor values.
I rised up the smaller carriers (9.000/11.000tn) up to 900 HP, the medium carriers (16.000/17.000tn) up to 1000 HP and the biggers (28.000/35.000tn) up to 1200 HP.
Test on progress....
Some escort carrier info. These were converted merchants.
HIJMS Unyo:
19 January 1944:
Around noon, en-route, struck by three torpedoes from USS HADDOCK (SS-231) in position 12-12'N, 146-26'E. Forward section shattered.
20 January 1944:
Limp into Saipan for emegency repairs.
HIJMS Taiyo:
Hit twice by single torpedos and lived, but the 3d time her avgas tank blew, then she may have been hit by a 2d torpedo.
HIJMS Chuyo:
4 December 1943:
- At 0010, hit by in port bow magazine by torpedo from USS SAILFISH (SS-192) in position: 32-30'N, 143-40'E. Though magazine does not catch fire, the bow plates are torn and the forward part of the flight deck collapses. But the carrier is able to maintain headway, and in order to proceed, Captain Tomasaborou reverses direction and begins to steam backwards towards Yokosuka at half-speed.
- At 0555 is hit again by two torpedoes in the port engine room in a second attack. (Note 1) Ship is stopped dead in the water and unable to navigate - position: 31-55'N, 143-40'E. Destroyer URAKAZE and cruiser MAYA come to assist, and air cover from the homeland arrives overhead at dawn. Despite this aid, --
- At 0942 the ship is again attacked and hit by one or two torpedoes in the port side. Flooding massively, she now quickly rolled to port and plunged by the bow at 0948. As a result, loss of life was very heavy: Captain Tomasaborou and 513 officers and men, and more than 730 passengers went down with the ship. Among the lost twenty of the U.S. POWs from USS SCULPIN. Only one of the POWs survived to be rescued among the mere 160 survivors found by SAZANAMI and URAKAZE. (See Note 2)
^^^ at least 3, maybe 4 before she went down. She might have sunk with just the 1 or 2, but it certainly wouldn't be the instant sinkins we see.
Note that I have done no experiments at all with the 35k CV, Taiho since it is no unrepresentative of IJN CVs. She was lost to a single torpedo due to bad damage control.
CVs:
Shokaku was sunk by 3-4 torpedos. It was thought they would save her, but 2.5 hours after being hit a bomb in the hanger went off, and set avgas lines afire...
Redwine
06-05-07, 02:11 PM
Very nice data Tater... :up:
I was increasing CVs hitpoints, but they do not react well.
A very big HP increase do not make them much more hard to sink... :hmm:
Someone posted that since 1.2 the "realistic sinking times" has not worked, is this the case?
In general, I think that once mortally wounded, ships tend to go under faster than they should.
Does anyone know what triggers the ship destroyed message (man, I wish that could be deleted)?
tater
SteamWake
06-05-07, 02:32 PM
Is there some strange thing with some cargo ships, i attempt to fix it and reach to do it but partially.
If the ship is into a single mission, and filled with cargo, fuel or ammo, the settings works as it is souposed.
Those are the coices into a single mission... cargo, fuel or ammo.
But in campaign, seems to be some ships... diferent, a 4th option, may be empty, wich requiere more torps.
...
I had read somewhere that cargo ships in campaign mode are not assigned any cargo or they all have one default load out.
Im not a modder so the above is heresay but might lead to a clue. :hmm:
Redwine
06-05-07, 03:22 PM
I think so i found the problem... it is very low armor value.
It seems to be the problem with the Kongo too...
It has a armor value of 35 when an Ise2 has 96 same as Yamato with 96 too.
Carriers has armor values of 20, and even when you rise up the hitpoints value, you still killing them so easy.
I am tweaking all armor values now and testing, i will release a new version soon...
To sink BBs, CAs, CVs, will be more hard now...
:up::up::up:
leovampire
06-05-07, 03:25 PM
I actualy can see the different cargo's on the decks of the ships:
It's just like what you do for the Carriers just with cargo and I did the same thing with oil and fuel for the tankers. I only play in Campaign mode with the game.
[Cargo 1]
StartDate=19380101
EndDate=19420620
NodeName=Freight Containers
CargoType=0
[Cargo 2]
StartDate=19420621
EndDate=19421220
NodeName=Ammo Crates
CargoType=1
[Cargo 3]
StartDate=19421221
EndDate=19430620
NodeName=Freight Crates
CargoType=0
[Cargo 4]
StartDate=19430621
EndDate=19431220
NodeName=Ammo Containers
CargoType=1
[Cargo 5]
StartDate=19431221
EndDate=19431220
NodeName=trap Container
CargoType=0
[Cargo 6]
StartDate=19431221
EndDate=19440620
NodeName=Ammo Crates
CargoType=1
[Cargo 7]
StartDate=19440621
EndDate=19441220
NodeName=Freight Crates
CargoType=0
[Cargo 8]
StartDate=19441221
EndDate=194612231
NodeName=Ammo Containers
CargoType=1
leovampire
06-05-07, 03:28 PM
[Cargo 1]
StartDate=19380101
EndDate=19420620
NodeName=oil
CargoType=2
[Cargo 2]
StartDate=19420621
EndDate=19421220
NodeName=fuel
CargoType=2
[Cargo 3]
StartDate=19421221
EndDate=19430620
NodeName=oil
CargoType=2
[Cargo 4]
StartDate=19430621
EndDate=19431220
NodeName=fuel
CargoType=2
[Cargo 5]
StartDate=19431221
EndDate=19431220
NodeName=oil
CargoType=2
[Cargo 6]
StartDate=19431221
EndDate=19440620
NodeName=fuel
CargoType=2
[Cargo 7]
StartDate=19440621
EndDate=19441220
NodeName=oil
CargoType=2
[Cargo 8]
StartDate=19441221
EndDate=194612231
NodeName=fuel
CargoType=2
What does cargotype=2 do?
I have noticed that I never see cargo on deck in game except for crates. I did see trucks, however ( i made a mission with loads of merchants with different deck cargos)
leovampire
06-05-07, 04:08 PM
Type=1 is a solid cargo but can expload
Type=2 is liquid but flamable
Type=0 is standard carry cargo
They use type=0 for a lot like Troops / Planes / Freight / Servivors and so forth
But if you pay attention to how the cargo looks on the deck there is a difference between Ammo crates which are long and green and low in height and Freight crates are square tall box's
Ah, I see.
Have you actually ever seen planes on deck? (of a merchant)
leovampire
06-05-07, 04:22 PM
But I do put them inside of my aircraft carriers as cargo
Doesn't that make CVs even easier to sink? They are a joke right now (Hiryu, Shokaku, and Taiyo) anyway. 1 torpedo and down they go. Sometimes it takes 2 if the first hits the bow or stern. I've never seen a Taiho since I removed it from places it didn't belong, and it's a poor stand in for any CV but itself.
leovampire
06-05-07, 05:00 PM
It ususaly takes 4 torpedo's to sink them in different area's of the ship but I made it so the props and rudder is destructable so I always put my first shot around there to try and cripple it so I can reload or turn around if I didn't sink it. On a patrol last night I only had 2 torps on my way back to Pearl come up on a Carrier task force and put them into a Shokaku Carrier and it kept on going with the rest of the task force. Didn't have big holes just jagged small holes in the area of the torpedo hits.
But I don't use any mods what so ever for my torpedo's just the stock stuff.
It's never taken me more than 2 torpedos to sink a CV with stock SH4.
Usually 1, MOT. Rolls over and sinks, very time.
leovampire
06-05-07, 07:45 PM
http://static.filefront.com/images/personal/l/leovampire/93141/ruzazsbakp.thumb250.jpg (http://gallery.filefront.com/leovampire//595705/)
http://static.filefront.com/images/personal/l/leovampire/93141/rptamnidhe.thumb250.jpg (http://gallery.filefront.com/leovampire//595706/)
http://static.filefront.com/images/personal/l/leovampire/93141/fqevdldwvv.thumb250.jpg (http://gallery.filefront.com/leovampire//595707/)
http://static.filefront.com/images/personal/l/leovampire/93141/zvmeqbvxmj.thumb250.jpg (http://gallery.filefront.com/leovampire//595708/)
http://static.filefront.com/images/personal/l/leovampire/93141/zuknxvhzpu.thumb250.jpg (http://gallery.filefront.com/leovampire//595712/)
http://static.filefront.com/images/personal/l/leovampire/93141/acrsjjzyjf.thumb250.jpg (http://gallery.filefront.com/leovampire//595713/)
http://static.filefront.com/images/personal/l/leovampire/93141/bofukmnvau.thumb250.jpg (http://gallery.filefront.com/leovampire//595714/)
http://static.filefront.com/images/personal/l/leovampire/93141/zuknxvhzpu.thumb250.jpg (http://gallery.filefront.com/leovampire//595712/)
What this is showing is the differnt interiors behind the holes if ALL of the 2D interiors are added instead of just the couple of ones thrown in since the patches for the game. And the secondary underwater explosions you get as the ship sinks more and more once the crash depths are set deeper. The second under water explosion was at or around 100m the first pic was around 200m. Also one of the photos shows the dc bubble effect from using it as an effect for fuel and oil in engine rooms and fuel bunkers and those bubbles float up to the surface in a long trail from the ship up. Somthing you may want to add for effects in your Zones file Redwine. If you want the config files for the ships with the 2d interiors let me know. BTW this is a mogami with working FM1 planes they exploaded off the deck shortly after flipping it happend so fast I didn't get a pic.
leovampire
06-05-07, 08:07 PM
these first 2 are oil fires on a tanker
http://static.filefront.com/images/personal/l/leovampire/93141/umsarhkuln.thumb250.jpg (http://gallery.filefront.com/leovampire//595748/)
http://static.filefront.com/images/personal/l/leovampire/93141/bpisepgimf.thumb250.jpg (http://gallery.filefront.com/leovampire//595747/)
now this is dc bubble effects for freighters the second shot is from a ship split in half and bubbles comming from both halfs sinking at differnt rates
http://static.filefront.com/images/personal/l/leovampire/93141/msgdhgtpvi.thumb250.jpg (http://gallery.filefront.com/leovampire//595744/)
http://static.filefront.com/images/personal/l/leovampire/93141/ccxbeocpqi.thumb250.jpg (http://gallery.filefront.com/leovampire//595743/)
here are a couple of interior shots for freighters the first is a fuel bunker then an engine room and cargo hold holes
http://static.filefront.com/images/personal/l/leovampire/93141/fpkfwflyyc.thumb250.jpg (http://gallery.filefront.com/leovampire//595746/)
http://static.filefront.com/images/personal/l/leovampire/93141/llmmobpang.thumb250.jpg (http://gallery.filefront.com/leovampire//595745/)
leovampire
06-05-07, 09:15 PM
Does anyone now how to make an effect that makes lets say ship bubbles or dc bubbles look like oil instead of bubbles and have it as an effect of it's own? I see that some guys are changing fire effects so why not this? I don't know how to do that stuff other wise I would do it myself. Then from there we need someone that knows how to create an oil effect on the surface f the ocean as well. A reason for fire to burn on the surface of the ocean without a ship.
And could someone tell me how to change how often or how soon you can send contact information to sub command? I just saw 2 invassion / landing forces only a couple of hours appart from each other but could not report the second one because it was too soon. Sometimes I have noticed that if you send a status report you have to wait for a while before you can send a contact report as well. How do you change this?
Redwine
06-06-07, 07:35 AM
Hi all...
I was off-line due to internet connection loss...
I am watching your new cargo definitions Leo, all them are explosives... may be nice to have lot of fire works, did you tryied them ? I will...
About to put cargo inside the carriers, do it need to rework all the campaign layers ?
I was testing with carriers, plus i improve the kongo, the problem with kongo was it's armor... too low.
About the carriers, the problem i found when i make them more strong is the loss of fireworks. But they become strongest.
Still testing...
Redwine
06-06-07, 07:47 AM
What this is showing is the differnt interiors behind the holes if ALL of the 2D interiors are added instead of just the couple of ones thrown in since the patches for the game.
Can you make more interior looks ?
And the secondary underwater explosions you get as the ship sinks more and more once the crash depths are set deeper. The second under water explosion was at or around 100m the first pic was around 200m. Also one of the photos shows the dc bubble effect from using it as an effect for fuel and oil in engine rooms and fuel bunkers and those bubbles float up to the surface in a long trail from the ship up.
Interesting adds... the default crash depth is 300m, but i seen, the sinking ships reach it so quickly, then the secondary explosion finish, the game kills the modellation of the unit at that depth.
Did you tryied the new underwater explosion sound from Incognito i added in the last version... it has a some kind of reververation effect, but is is audiuble only from inside the sub, into the control room, or conning tower only.... secondary explosion pick up this sound.
Somthing you may want to add for effects in your Zones file Redwine.
If you want the config files for the ships with the 2d interiors let me know.
Off course... will be interesting to have many different interior looks trough the holes.
BTW this is a mogami with working FM1 planes they exploaded off the deck shortly after flipping it happend so fast I didn't get a pic.
I note in some of the carriers, the secondary explosion was in chain, and the planes explodes one by one... so nice, but not happen every time, or in every ship...
leovampire
06-06-07, 01:16 PM
freight for a while then ammo then freight crates and then ammo crates and changed dates for each load so it will alternate over time but you put all of this is the ships config file. As long as it is in the config file it will work you do not have to do the campaign layers for the cargo.
BTW I loved the new sound effect you have for the DD's and Freighters just get a tiny bit of crackling from them but other than that it sounds great next to them and in the hydraphones. And here is an example of one full set up I have for one freighter this is for one not all of them.
[Unit]
ClassName=KMCSHeito
3DModelFileName=data/Sea/NKMCS_Heito/NKMCS_Heito
UnitType=102
MaxSpeed=17
Length=103.6
Width=14.94
Mast=30
Draft=7
Displacement=4466
DisplacementVariation=20
RenownAwarded=150
CrewComplement=20
SurvivalRate=80
SurvivalPercentage=20
[2DCompartments]
UnitPos=95,0,326,27
NbOfComp=4
Name1=Propulsion
Area1=103,0,30,18
Name2=Keel
Area2=166,0,187,10
Name3=Engines Room
Area3=214,13,71,18
Name4=Fuel Bunkers
Area4=287,13,30,18
[Cargo 1]
StartDate=19380101
EndDate=19420620
NodeName=Ammo Crates
CargoType=1
[Cargo 2]
StartDate=19420621
EndDate=19421220
NodeName=Freight Containers
CargoType=0
[Cargo 3]
StartDate=19421221
EndDate=19430620
NodeName=Ammo Containers
CargoType=0
[Cargo 4]
StartDate=19430621
EndDate=19431220
NodeName=Freight Crates
CargoType=0
[Cargo 5]
StartDate=19431221
EndDate=19431220
NodeName=Ammo Crates
CargoType=1
[Cargo 6]
StartDate=19431221
EndDate=19440620
NodeName=Trap Container
CargoType=1
[Cargo 7]
StartDate=19440621
EndDate=19441220
NodeName=Ammo Containers
CargoType=0
[Cargo 8]
StartDate=19441221
EndDate=194612231
NodeName=Freight Crates
CargoType=1
All of the 2D information is actualy in the Dat files of the game already you just have to place them in the config files of the ships in the proper area but I have all of this done if you want the files to add with your Mod.
leovampire
06-06-07, 02:08 PM
With the cargo's and 2d interiors in a rar file okay?! just make sure if you use them that the guys for JP Ship Dimmension fix and Nematodes MerchantHPfix get credit for this as well because their stuff is included in my files.
Redwine
06-06-07, 03:13 PM
With the cargo's and 2d interiors in a rar file okay?! just make sure if you use them that the guys for JP Ship Dimmension fix and Nematodes MerchantHPfix get credit for this as well because their stuff is included in my files.
I will check my email now... many thanks ! :up:
Why you do not release a stand alone mod ?
May be interesting for people who dont like Die Slowly...
I was checking your zones, and i note, the "big balls of fire" are lossed in most of the before situations where they happened before. Not sure why for ....:hmm:
I will try to include some of your adds on my file.
leovampire
06-06-07, 03:24 PM
I would rather work with you and just make a combined effert. Between the 2 of us we should be able to make something totaly awsome. I don't like stepping on toes and there is no reason why we can't work together on this.
And yes your right I do need to change some of the effects around. What happend is I screwed up my original game files made some changes without using JG and had to uninstall everything and put it back in but I forgot to save all the MODS and what not someplace else, I was so pissed off at myself! So I had to start from scratch. So I am slowly getting it back in order from memory but my memory sucks to say the least so it is a step by step process.
leovampire
06-06-07, 10:12 PM
With setting the flooding times longer I have gotten some interesting effects from ships bobbing up and down in the water tail first to nose first and having destroyers taking 15 to 30 min to die and so much more.
To be honest I never thought of doing that. My hat is off to you on that one.
leovampire
06-10-07, 12:02 AM
That sound effect you have for explosions is awsome the depth charge one! When a torpedo prematurly explodes or a depth charge goes off it reminds me of "Hunt for Red October" when they used the sonar pings to confirm things. When the sound hits the hull of your sub in the game it reverberates throughout the sub and wakes you up big time! LOVE IT!!
doc1133
06-18-07, 08:00 AM
just wanted to say thank you for all your efforts, it is fantastic.
playing latest version, found no problems:up:
thank you very much
regards
doc1133
Redwine
06-18-07, 09:06 AM
With setting the flooding times longer I have gotten some interesting effects from ships bobbing up and down in the water tail first to nose first and having destroyers taking 15 to 30 min to die and so much more.
To be honest I never thought of doing that. My hat is off to you on that one.
Yes, it is present from early versions, and is a nice effect, it is due to normally you hit a ship at middle ship, and the bow and stern remains intact, then ... with thiese 2 sections with a very long flooding times, they attempt to stay at surface, and the remains of the ships are hanging from them.
:up::up::up:
Redwine
06-18-07, 09:07 AM
That sound effect you have for explosions is awsome the depth charge one! When a torpedo prematurly explodes or a depth charge goes off it reminds me of "Hunt for Red October" when they used the sonar pings to confirm things. When the sound hits the hull of your sub in the game it reverberates throughout the sub and wakes you up big time! LOVE IT!!
Yes that Incognito's sound is very nice and impresive .... :up::up::up:
Redwine
06-18-07, 09:08 AM
just wanted to say thank you for all your efforts, it is fantastic.
playing latest version, found no problems:up:
thank you very much
regards
doc1133
Many thanks.... :up:
A new version Stage 14 is out... check the new topic, there are many news !
http://www.subsim.com/radioroom/showthread.php?t=116948
DarkShip
06-18-07, 12:23 PM
leovampire,
Please, check pm.
Thx :cool:
DS
leovampire
06-18-07, 05:49 PM
What you did is very much apreciated and you know what I mean! Great work BTW I couldn't have done better just not a great HEX code reader. Your the best!
And Thanks DarkShip for noticing and for making it even better! Got your PM and made the changes.
To bad not everyone in this world care's about their stuff as much as the guys and Moder's do in here!
leovampire
06-20-07, 02:00 AM
You did a good job with strengthing the Carriers at least 1 of them I had a Hiryu get away in a task force with 3 torpedo hits and 3 vissable holes but the Shokaku went down with 2 holes. But at least it isn't as easy to sink one as it use to be.
Redwine
06-20-07, 12:54 PM
You did a good job with strengthing the Carriers at least 1 of them I had a Hiryu get away in a task force with 3 torpedo hits and 3 vissable holes but the Shokaku went down with 2 holes. But at least it isn't as easy to sink one as it use to be.
Good to know your impressions :up:, both has same hitpoints (900 HP), the diference may be caused by armor or compartement distribution.
Please continue discussion on the Stage 14 topic :up::up:
doc1133
06-22-07, 02:51 PM
just had to tell you this;
have sunk acouple of kongos in past b4 your mod (latest),
been using camera,
hit kongo with all 6 torps at 10ft, holes where huge, she stopped and keeled quit abit.
later after being depthcharged alot, i came up and fired all 4 aft torps at her then whent deep and silent.
whatched the hits, last torp to hit went in a hole slightly aft of second forward turret and wow what pyrotechnics, massive explosions, she went down very quick.
what i wanted to tell you was b4 your mod there used to be about 10 or so life rafts, after this last one there were only 2. not complaining and this is,nt afault with mod, cause merchants have usual amount of liferafts, but i take it that because of the enormous explosions, not many crew survived.
thanks so much for your fantastic work:) :rock:
am loving it
Redwine
06-22-07, 03:22 PM
just had to tell you this;
have sunk acouple of kongos in past b4 your mod (latest),
been using camera,
hit kongo with all 6 torps at 10ft, holes where huge, she stopped and keeled quit abit.
later after being depthcharged alot, i came up and fired all 4 aft torps at her then whent deep and silent.
whatched the hits, last torp to hit went in a hole slightly aft of second forward turret and wow what pyrotechnics, massive explosions, she went down very quick.
Many thanks for feedback :up:
Normally if you do not kill the ship, with the salvo, the game seems to take the long flooding times adjusted, but if you reach the killing hitpoints with the topedoes salvo, and the ship is killed, then, the program seems to not take the long flooding times... and battleships sinks so quickly.
This happen into other ships like cruisers and carriers.
Not happen into cargo and DDs.
Into cargo and DDs, even when you kill the ship, they can still being afloat for hours.
:up:
what i wanted to tell you was b4 your mod there used to be about 10 or so life rafts, after this last one there were only 2. not complaining and this is,nt afault with mod, cause merchants have usual amount of liferafts, but i take it that because of the enormous explosions, not many crew survived.
thanks so much for your fantastic work:) :rock:
am loving it
I have no explanation... yet, for the life boat reduction, i note some times lot of them, may be related to the compartements destroyed and intact, if you triger a chain of masive explosions, then, may be not too much compartements remains intact, and may be are few life boats... it is only a supused theory.
Or may be, a change i made, make the life boats destroyables or explotables and they was destroyed by the explosions you mentioned...
Not sure...
The matter is, some times you will see few, and another times you can see many.
Please, put your comments at Stage 14 Topic... we continue the discusion there... :up::up::up:
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