Bubblehead1980
09-07-20, 02:06 PM
TMO New Depth Charges
by:Bubblehead1980
This mod modifies the depth charges in TMO for realism and better player experience. Always disliked how depth charges are portrayed in SH 4 and TMO, amazing of a mod as it is, inherited this legacy problem.Depth charges destroyed submarines by beating a sub into submission so to speak, making key systems (pumps etc) inoperable, causing leaks and so on until sub was forced to surface or could not and was lost due to various system failures.
On rare occasion, they actually hit the sub or exploded so close, they could crack the hull, blow it apart etc. Of course Allies were better at this, so this (of course) is geared towards IJN depth charge performance as this is the PTO.
I have modified the depth charge files so that the "golden BB" killing blow is rare. TMO for example had max hit points of its depth charges quite high, 150-180 hit points if I recall (most bulkheads and equipment max hit points are 100 to be destroyed) and with its large patterns, would nearly always just destroy the submarine. Problem is, the random factor would have the max hit points at 4 meters ranging from 70-180 depending on the distance, so sometimes a charge could land on the deck exploded and sub take minor damage, other times a couple detonate 2 meters off side of sub, and bam bulkheads destroyed etc. This mod modifies the files so that depth charges rarely provide that "golden bb" or "killing blow" but instead destroy key systems etc. This is accomplished by several changes. TMO remains deadly as ever with this, just accomplished differently, in a more historically accurate manner.
Please see the full README. Link is below.
https://www.subsim.com/radioroom/downloads.php?do=file&id=5654
by:Bubblehead1980
This mod modifies the depth charges in TMO for realism and better player experience. Always disliked how depth charges are portrayed in SH 4 and TMO, amazing of a mod as it is, inherited this legacy problem.Depth charges destroyed submarines by beating a sub into submission so to speak, making key systems (pumps etc) inoperable, causing leaks and so on until sub was forced to surface or could not and was lost due to various system failures.
On rare occasion, they actually hit the sub or exploded so close, they could crack the hull, blow it apart etc. Of course Allies were better at this, so this (of course) is geared towards IJN depth charge performance as this is the PTO.
I have modified the depth charge files so that the "golden BB" killing blow is rare. TMO for example had max hit points of its depth charges quite high, 150-180 hit points if I recall (most bulkheads and equipment max hit points are 100 to be destroyed) and with its large patterns, would nearly always just destroy the submarine. Problem is, the random factor would have the max hit points at 4 meters ranging from 70-180 depending on the distance, so sometimes a charge could land on the deck exploded and sub take minor damage, other times a couple detonate 2 meters off side of sub, and bam bulkheads destroyed etc. This mod modifies the files so that depth charges rarely provide that "golden bb" or "killing blow" but instead destroy key systems etc. This is accomplished by several changes. TMO remains deadly as ever with this, just accomplished differently, in a more historically accurate manner.
Please see the full README. Link is below.
https://www.subsim.com/radioroom/downloads.php?do=file&id=5654