Arclight |
10-30-08 09:00 PM |
Quote:
Originally Posted by LukeFF
Quote:
Originally Posted by Arclight
1 below the fore mast, 1 below the bridge, 1 in the engine rooms and 1 below the aft mast. I thought that was d**n near perfect. You yourself always say you aim for the masts and midships, or am I missing something? :-?
Don't get me wrong, I wasn't complaining about the modeling. I chalk it up to the Mark 10s, I've switched to a fleetboat now and the Mark 14s don't leave much afloat when spaced like that. ;)
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Which ship was this?
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It was a Large Old Split freighter. I detailed the encounter a bit in post #1633, but there's no issue there (I think). I figure I just had 4 weak strikes from Mark 10s, put a few shells in the stern and she went down.
Quote:
Originally Posted by Rockin Robbins
I changed my mind. It looks like the three clustered hits are basically good for two compartments and the hit aft should be good for a third. Seems like that should sink the ship. The other post about a similar ship with six hits steaming away is also problematic. This stuff will need some fine tuning. You wouldn't believe how complex a sinking mod is. Each and every type of vessel has to be individually tuned and tested. These guys have a thread 458 posts long on the design and testing of the target damage system only.
I wonder if the Mark 10s ARE the explanation. My experience with Mark 10s so far mirrors yours. They seem noticeably less effective than the Mark 14s I'm used to.
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WEBSTER brought up the weirdness with the Shokaku model at some point (nearly always sinking with 1 hit). I had a look at the 3D models a bit, but it didn't take long for me to run scared back to map-making, basic modding and a bit of scripting. :oops:
I can't fully comprehend the effort that goes into a sinking mod, but at least I have a basic grasp. It's a doozy, way over my head. :doh:
The Mark 14s are really working out for me, as long as I hit something. 5 ships first patrol, 7 + 2 fishing boats the second so I'm not complaining. :smug:
Guess those 4 Mark 10 hits just were weak ones, maybe the damage is a bit more random (lower lows, so to say). The Mark 14 also sports ~300kg of explosive charge, ~225kg for the Mark 10. Mark 14 also uses Torpex, not sure the Mark 10 utilized this explosive. :-?
What I mean is the Mark 14 packs a lot more punch. Maybe it's only logical that it's a bit harder to send a big ship to the bottom with Mark 10s? :hmm:
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