View Full Version : [REQ] Ships heavily damaged and flooded sink on their own
I did not see this mentioned in the possible upcoming patch.. so we might need a mod for this?
Ships listing taking on water should eventually sink right and count for your tonnage tally....
Thoughts?
captainprid
03-31-10, 07:33 AM
I think this is a very very good point. I think there has to be scope for damage control crews repairing and shoring up damage/flooding etc. It would be great to see them becoming worse and listing more.
What would be very nice would be the option to hang around a damaged merchant and wait for the eventual seagoing tug or destroyer to turn up to sink them too.
If any of you has ever read Douglas Reeman, this type of thing happens in a lot of his novels. Sea lanes were heavily used during WW2 and a damaged hulk holding water would be sunk by a destroyer so she didn't endanger another convoy, alternatively, if it wasn't too damaged, a tug would be sent for it.
On a related point, it would be nice to see the odd merchant or warship still in the water due to mechanical damage ala "The Cruel Sea"
Decoman
03-31-10, 07:35 AM
I wonder, how does the calculations work? Does it work at all?
I am all for realism and randomness, but in the end I need it all to make sense somehow.
McHibbins
03-31-10, 09:11 AM
http://www.subsim.com/radioroom/showthread.php?t=163930
+
http://www.subsim.com/radioroom/showthread.php?t=164953&highlight=realistic+flooding
Are working fine together and are the best we have so far imho.
Don´t know, if they´re working with the new patch
trotter
03-31-10, 09:35 AM
http://www.subsim.com/radioroom/showthread.php?t=163930
+
http://www.subsim.com/radioroom/showthread.php?t=164953&highlight=realistic+flooding
Are working fine together and are the best we have so far imho.
Don´t know, if they´re working with the new patch
I love the above torpedo damage mod, but I have yet to find evidence that the realistic flooding is doing anything. I've tested all types of damage patterns.
pistol or magnetic multiple torpedos throughout the hull, or in the same part of the hull.
AP or HE below the waterline throughout the hull, or in the same area.
No combination of the above ever results in anything other than the standard arcadish "Hit Point" accumulation method of sinking. Furthermore, all sinking animations appear to be exactly the same. The ship never lists, or breaks in two as it did even in SH3 (SH3 stock for that matter!)
kylania
03-31-10, 09:39 AM
I love the above torpedo damage mod, but I have yet to find evidence that the realistic flooding is doing anything. I've tested all types of damage patterns.
No combination of the above ever results in anything other than the standard arcadish "Hit Point" accumulation method of sinking. Furthermore, all sinking animations appear to be exactly the same. The ship never lists, or breaks in two as it did even in SH3 (SH3 stock for that matter!)
I've seen quite the opposite using the BARF mod. It usually takes 20 minutes or so for a ship to sink, but it's definitely listing, slowing and sinking even after just a single torpedo sometimes. Not every ship is crippled like this, but far more than stock.
mobucks
03-31-10, 10:04 AM
i have hadt the same experience as Kylania. I use both the mods listed below.
Same experience as the previous 2 posters.
Using BARF I see ships sink in 10 to 15 minutes.
Some of them list heavily whilst sinking.
I don't have to reduce the hitpoints to zero to achieve this. Just make a few holes in them and they sink on their own.
I'd say it works very well.
In my tests with Barf so far I can generally sink a ship with one or two torps. Just have to be patient and wait for them to sink. Flooding is working for sure.
Got rid of the overpowered torpedo mod awhile back as well, so stock torp damages and BARF show better sinking for me.
kylania
03-31-10, 11:54 AM
Just have to be patient and wait for them to sink. Flooding is working for sure.
Total lack of patience, and an indignity at possibly having to use another torpedo, nearly got me killed the other day. Took out 4 ships with one torpedo each, but the last one just kept on steaming on, burning and listing.
I wanted about 20 minutes but it just wouldn't sink. Now, I knew there were armed merchants in the remains of the convoy but fog had rolled in, so I thought I might be safe. So I surfaced, no one attacked, and I started after the "floater". :) I started to shoot it and it started taking more damage, but still didn't sink.
Then my watch crew started calling out damage. One of the armed merchants had a bead on me and was shelling the crap out of me. But I HAD to sink this one merchant, I'd come so far heh.
Eventually I sunk it and crash dived to stop the assault from the other merchant. I was down to 30% hull and had lost an engine. But it was totally worth it... heh
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