View Full Version : Torpedo Damage is next to 0 need help to fix
Gate420
08-29-13, 06:15 PM
OK I am not sure what is going on I Installed these mods 1st Athlonic's MCCD "More Crew Commands by Dialog 2nd Open Horizons II full 3 Subflags by the dark Wraith everything seems to be working fine.I finally found a merchant ship to attack so i get everything lined up for the perfect shot I fired 3 fish and low and behold they do next to 0 damage I am not sure what the 2 lines mean but the blue line moved a tiny bit and that was it fired a 4th and 5ht still no damage I had to surface to sink it with the deck guns from my experience in sh3 I never had to use more then 4 torpedoes to damage a ship enough it would start to sink.Is it these mods or is this something else could you direct me to a mod that can work with these mods and give my torpedoes some destructive power? And what do those brown and blue damage lines mean? I assumed the blue line was water and brown ship damage.
V13dweller
08-30-13, 12:55 AM
I recommend the Seawolf Torpedo Tweak, I have used it since I started playing SH5, and the blue bar means how much of the ship is flooded, once it is empty (Full?) the ship sinks, brown means the ships actual health.
Here (http://www.silenthuntermods.com/forum/index.php?topic=455.0)
TheTranceMan
09-06-13, 01:06 AM
the damage realism in SH5 is a joke compared to SH3. that having been said, it still matters where your torp hits. hitting the engine room 1m under the keel with the magnetic pistol will stop the boat dead with about a 20% chance of sinking it if you wait around long enough.
still, the meager damage caused by anything other than a "perfect" shot is ridiculous. which is why i went through the painstaking process of figuring out exactly which torps were which in the .sim and .zon files so i could get less annoying results. if you care to get specific about how much damage a given torp should inflict, i will tweak the files for you. send me a pm and get specific about speed, range, damage amount, and damage radius for specific torps.
also, make sure you fix the torpedo officer's special ability speed issue. go into ubi/sh5/data/upcdatage/upccrewdata/ and open "specialabilities.upc" with notepad. search for "SpecialAbility 15" and look for the heading for "abilityvalue". these values between the commas are set in pairs defined by the previous entry "abilitytype", so change the first, third, fifth, seventh, and ninth values to zero (use the numeric "0"). save the file. now no more missed torpedos due to the TDC using the incorrect speed. yes, seriously, the problem is THAT easy to fix.
on a side note, if you change the second, fourth, sixth, eighth, and tenth values, you can increase the torpedo damage. if your torp officer's abilities are maxed out, you only need to change the tenth. it is a percent value, so changing it to 100 will double the base torp damage. 200 will triple it and so on. i haven't tried this method of altering torp damage so i can't vouch for it, but it *should* work. i offer the tweaking because you can change effects of individual torps rather than all types, including the speeds which the TDC will cumpute correctly
I recall some discussion of fire damage being improved as well after the initial blast?:arrgh!:
Yes, this is one of the coolest Fx Updates features :up:
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