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View Full Version : Destroyers destroying themselves (Or something like that)


V13dweller
03-31-13, 04:12 AM
i have been trying to test a scenario using the type type 1936N destroyer, I have added some extra depth charge throwers, two pairs in the middle, and one pair at the front, and now the destroyers seem to just randomly explode, some survive, some just blow into 2 pieces, they are just exploding on the water, and this is ruining my tests on the hydrophones and Sonars.

Could anyone help me with this?

Edit, I think It might be caused by the blast radius of the Basic depth charge being too large, is there any way to reduce this enough that destroyers are not blowing themselves up?
Edit again, I believe that I have solved it myself.

Sorry for any inconvenience.

Third Edit, It was that the Standard Depth charge has an explosion radius of 60, and the Kguns have a minimum throwing distance of 50 meters.

If people want this fix, I might upload it as a mod, it increases the Standard Kguns range to 60 meters.

a17tares
04-23-13, 08:13 AM
I would be very interested in a fix because I'm experiencing the same problem. Alternatively I'd like to know which file I need to edit. In the FX Tutorial mission, I just need to dive to 30 meters and the two warships are practically sinking themselves with their own depth charges. :/\\!!

Fifi
04-23-13, 03:30 PM
Very annoying issue :yep:
Maybe that's because they don't accelerate enough when dropping, and some destroyers are too close from each others when dropping too...:hmmm:

V13dweller
04-24-13, 12:41 AM
I fixed the problem quite a while ago, I reduced the blast radius from 60 down to 50, because the minimum throw distance is 50 meters, and if you want, I could upload this little fix for you.

Fifi
04-24-13, 12:48 AM
Sure, V13! :yeah:

V13dweller
04-24-13, 01:15 AM
I used the Default SH5 Depth charge radius, which is 40 meters, but this is for the safety of the ships, because small and slow ship like the flower corvette may be cruising at a low speed, and attempt to attack a sub that is close on it's port side, then fire it's Kgun and it might not be able to escape, especially if it was turning into the target to bomb them with the DC racks. If you object, or want it increased, just let me know. http://www.mediafire.com/?e2zc89jrmdkd8wk

Fifi
04-24-13, 02:33 AM
Forgot to ask: compatible with all other mods, if i activate it at the end of list?

EDIT: ahh...just opened it and it's not JSGME ready!
Where do those files go?

V13dweller
04-24-13, 03:14 AM
Just put them in the SH5 Data Library, Im not sure how to make files JSGME ready.

Fifi
04-24-13, 04:01 AM
Ok, thanks.
For JSGME, have to create a folder "whatever name" with a data folder inside, then a library folder and your files in it.
Then activate it on top of others mods!

a17tares
04-24-13, 06:21 AM
Thank you very much, V13dweller! :up:

V13dweller
04-24-13, 08:06 AM
Ok, thanks.
For JSGME, have to create a folder "whatever name" with a data folder inside, then a library folder and your files in it.
Then activate it on top of others mods!

I don't understand?
Do you mean the folder with another folder inside, then the data?

volodya61
04-24-13, 08:42 AM
I don't understand?

Just look at any other mod.. how it was done.. the folder structure, etc.

V13dweller
04-24-13, 09:01 AM
I will upload it to the Mods Workshop in the downloads section.

a17tares
04-24-13, 10:10 AM
Even with the fix a River class frigate still seems to sink itself while running over a u-boat sitting still at 30 meters. The only chance to prevent this is probably to increase the minimum distance from the ship the charges may be fired. But I don't know enough about the game mechanics to evaluate if this is possible or even sensible. I'm surprised that this problem wasn't mentioned before.

V13dweller
04-25-13, 04:23 AM
What do you mean? did it throw them with the KGun or the Depth charge racks?

Fixed, the MK-9 Kgun has a shorter range then the Basic one, Im sorry, I overlooked that.

The MK-9 also has a longer reload time, at 30 seconds, do you want me to make it as fast as the basic one, at one throw per 15 seconds? or raise the Basic one to 30 seconds?

SkyBaron
04-26-13, 12:16 AM
I think the main problem is that destroyers don't accelerate before dropping DCs to get ahead of the explosion before it happens. In SH3/4 they all did that. In SH5 they seem to drop DCs at slow/medium speed. Could that be fixed with a script?

The only other "solution" is to always have your sub maybe 60m+ deep so that DDs can get away before explosions.