Log in

View Full Version : what controls damage a ship gets?


Webster
06-07-08, 12:36 PM
is it just hit points?

here is my query, if two simular ships recieved the same torpedo to the same spot shouldnt they be simularly damaged? in other words why would one light cruiser sink with 2 torps but its sister ship need 4?

i think a few ships are out of proportion to what it takes to sink them and was interested in bringing them inline with the average sinking rates of simular ships in size, weight, year, and class

i've read post that mention hit points are a key factor but im not sure if that would be all i need to change.

a perfect example is the american battleships where the iowa should need more torps than the nevada to sink.

Sailor Steve
06-07-08, 03:40 PM
What we think should be and what really is are two different things entirely. An earlier discussion took me to a list of Otto Kretschmer's U-99's kills. You'll see an 20,000-ton whale factory that took one torpedo to sink, and a ship 1/4 that size that took two torpedoes and a whole lot of gunfire to put down. One American boat had the frustrating experience of having a freighter absorb six torpedoes over a five-hour stretch before it finally sank. Musashi and Yamato both absorbed more than 15 torpedoes and 20 bombs, yet their sister ship Shinano (albeit converted to a carrier) was done in by four torpedoes. And remember, HMS Hood was destroyed by one lucky hit by a 15" shell.

If you're using GWX, realize that they spent months of hard work making ships have a large variety in the way they sink. They fill up by flooding, they suffer catestrophic explosions, and sometimes they still run out of hit points. You're not likely to improve on that given the way the game works.

Webster
06-07-08, 04:26 PM
im not trying to do better than GWX ???... thats the wrong game anyway lol. but the reason GWX had to do all that was because of how bad the stock settings were for all the ships. im not going to redo the whole sea roster but just try to average out the results somewhat so the results you would expect are the results you will get in most cases.

im not worried too much about "what really is", i just want uniform results when ships are relatively equal. now i understand the game throws in random variables that changes how ships act sometimes so i am repeating my results 5 or 6 times and looking at the average.

i am playing ubm v1.5 stock with no mods and have a test mission set up with stationary ships at anchor in calm seas like a shooting gallery.

i am doing comparative testing to see what "looks" right and will use that as my guide to make changes to my liking.

the thing is, im not really sure what should be changed.

Sailor Steve
06-07-08, 10:25 PM
im not trying to do better than GWX ???... thats the wrong game anyway lol.:oops: :damn: :rotfl:
I read all the forums so faithfully and fully that sometimes I forget which one I'm in.

Sorry 'bout dat.

Have you tried the Natural Sinking Mechanics mod? I don't know if it addresses that, but one could hope. With that in mind, I don't know what to say next.

So I just won't say...