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raymond6751
09-09-10, 08:26 PM
This question is about both stock and modded versions. Is there any point in closing the hatches between compartments when going into action?

I'm wondering if the devs wrote in anything about flooding if the hatches are open. Any modders added or changed existing damage model?

That raises a second question, about action stations. What's the difference if you go into battle without the crew at alert?

SteelViking
09-09-10, 08:42 PM
This question is about both stock and modded versions. Is there any point in closing the hatches between compartments when going into action?

I'm wondering if the devs wrote in anything about flooding if the hatches are open. Any modders added or changed existing damage model?

That raises a second question, about action stations. What's the difference if you go into battle without the crew at alert?

Well, from a modders standpoint, no I have not seen anything that would suggest that going into action with the hatches closed makes any difference. But, in game I have noticed that closing all the hatches seems to let you go deeper without taking damage to the hull. As I said, I have seen nothing file wise that backs this up, but it seems to work like this in game.

And, I am pretty sure that UHS changes the .zon for the sub(changes in damage model).

Nufsed
09-10-10, 04:30 AM
Would there be a way of scripting an order that would close all w/t doors on a crash dive?

Admiral Von Gerlach
09-11-10, 12:14 AM
Differnt U Boot Kaptains has differnt philosophies about closing the hatches, keeping them open does severly limit the watertight integrity in some cases but it also limits Damage control parties speed of response, communication if systems are out, etc. a good question for thought.

raymond6751
09-11-10, 06:09 AM
Differnt U Boot Kaptains has differnt philosophies about closing the hatches, keeping them open does severly limit the watertight integrity in some cases but it also limits Damage control parties speed of response, communication if systems are out, etc. a good question for thought.

The question is about 'in game' effects. In game, the issue would be about flooding, if anything. It would be nice if the devs wrote some code that made it matter, but we don't know.

jwilliams
09-11-10, 04:25 PM
Closing the hatches makes no diference to flooding in game. The flooding does not spill into other compartments if the hatches are open.

kptn_kaiserhof
10-10-10, 06:56 AM
so much for realism

Venatore
10-11-10, 01:02 AM
Actions On Enemy Contact
U-657


This is what my crew & I do as soon as we are in contact with the enemy;





Order periscope depth.
Close all hatches aft of the command room.
Order silent running and commence manoeuvrings against the enemy.





My reasoning for closing the compartment doors aft of the command room is so as to reduce electric motor noise filtering into the command room.



I patrol at 100% realism so I have no external view....hearing the enemy above is very important to me & directly reflects my decision process, eliminating any noise from the engines regardless how minor is in my opinion paramount. Closing the compartments aft of the command room achieves this :yep:



But let me tell you, doing it physically every time (closing the compartments) get a little thin after awhile :doh:

d@rk51d3
10-11-10, 01:14 AM
I always close all the doors, just to keep the noise down. :-?

Highbury
10-12-10, 06:02 AM
I close them for the same reason lol.

I hadn't noticed or even tried increased depth with them closed. It seems odd that they would take the hatches into account for one part of the simulation, then totally ignore it for another... it is like some parts are half finished... shocking I know :har:

If it does help with the depth, some kind of script where they are auto-closed (assumed to be done by the crew) wen going to battle stations would be a good addition.

raymond6751
10-12-10, 09:07 AM
I don't know if it is possible, but perhaps the scripting community can give us a mod that both closes the hatches and adjusts one or more game parameters to reduce damage, increase depth, and similar things.

It's nice to have the eye candy and sound effects, but some folks like realistic game mechanics too.

My hat is off to the folks with the scripting knowledge and time to do it. There's the challenge now, to see what can be done.