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Perhaps the conning tower is outside of the pressure hull and could be more vulnerable.
I dont tested it yet but seems to be very realistic :up: :up: In the stock game with rub ...i was depht charged by a destroyer and i lost a men with 97 % of hull integrity and no critical damage or unrecoverable systems. :nope: In sh1 i remember that the water in a compartment with severe floodings could damage electric engines , diesel engines, or make clorine gas in the bateries. is this modeled in sh3 ??. |
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If I remember well, the principal steel skin of a U-Boat is thick, and do not forget that they have double hull. The capacity to absorb damage increases because of an external thin skin is wrapping fuel and other devices. My complain is specific to long range detonations that damage a lot. Almost always the batteries are destroyed :nope: But I think Jungman is going to get something well balanced :up: :up: :up: :yep: :yep: :yep: |
All I know is that some DC attacks blasted electric fuse boxes and pipes of walls and sent them flying round sub and that any person whose body was in contact with sub wall near DC had the chance of having his back broke.
I think Jungmann was just testing the new Hull and repair changes to see if it could be done. I am presuming he will set the zones to at least give the player some form of a chance for recovery. I am hoping he is addressing the other stuff this week. It is getting a bit drawn out when people are waiting for a gameplay worthy model that just does not kill em in seconds. I think it is time to bring a release version out to the community as people have been eagerly waiting for this. Do the perfect one next. (maybe I am just impatient but this has been almost 2 weeks waiting now and we are only supposed to be prolonging the death by a little bit) I am presuming he will set the zones to at least give the player some form of a chance for recovery. At any rate, I have tweaked some of the finds to my liking and this is not completely in line with Jungmanns way of thinking as I like to have the sinking slower but certain as well as a small chance of recovery after a severe hit. I also prefere equipment to be able to be repaired unles I am dumb enough to get another close shot within minutes. And finally the armour in this game just confuses me as I have removed all armour from everything and still get a good playable sub that can take a hit. We should not try to manage armour levels (they are a decoy for the modders as it means squat) IMHO Hull = more HP + 0 armour on sub hull integrity Compartments = 400hp-550 + 25-35% floatability each and with a critical flotation of 0.01 onwards. Also 0 armour equipment should be on average 130-190 hp some low and some high in the case of torpedos. Some things such as engines should be balanced i.e. one engine with high hp and one with low. And yes 0 armour on all this as well. Mens protection in CFG should be slightly upped by a digit or two max. I have to respect the fact that Jungmann discovered how to change the hull integrity so his mod deserves first shot. If people do not like it, I am making a Hollywood Mod with my tweaks. So either way people will have a choice of two P.S. Jungmann could you infom us of when you are planning a release full version. |
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:D |
This thread is really interesting :) Great work on this mod :up:
Is it possible to mod the depth vs. damage? What I mean is that it was more difficult to damage a submarine at greater depth than in shallow water due to waterpressure. |
Long weekend. Just got back. :-j Halloween.
Damage from long distance DC charges. I am using a DC blast of 20m. I should have included it with that alpha. :cool: The stock game is set for 40m and that would really hurt your sub. RuB is set for 15m blast. I am not trying to make a super tank sub. A couple of close DC should kill you slowly 'Die Hard'. You can however, place you own favorite Zones.cfg in the Mod. I also tend to agree the watch tower gets destoyed a bit too much and for gameplay I will adjust it up. Plus the batteries/engines tend to get nailed too much. I also agree the same idea as gouldjg, make one engine stonger than the other just for gameplay sake. Plus one torpedo tube to survive more. I also make the observation scope more stronger. Some items hardly ever get destroyed such as the pumps and stuff. Thanks for the great feedback. :up: I do not want to put a crap beta. But I will try to get something out soon with all subs. then you guys can tweak the Zones.cfg to what you like. I am trying to stay realistic, but would like a gameplay element to keep going if you survive. Remember to get the highest ranked crew for qualification. it will help alot with repairs. EDIT: I upped the comparment HP by 20%, plus give a better chance for at least one engine/electric/topr tube/scope/propeller/rudder to survive so you can keep playing. |
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:rock: :rock: :rock: :rock: :rock: |
I do make this important observation about Health Points and Armor. It is important.
A DC is set for damage from 170 to 230. If you make any system say the Diesel engine above that value of 230 max, then you will never have a destroyed system. You can fix it over and over forever. The only way to destroy it is if you got hit again, while that system is under repair, to cause it to be destroyed. I want a chance for the engine or something vital to be destroyed immediately, but a set up where one can maybe surive at least one 'killer' DC hit. It may not be 100% realistic, but if you survive something like that, you may as well have a chance to get home. I am just making a bit below the 230 points maximum since then only a direct hit will really take out both diesel engines for example. That way I avoid the Super Sub from taking damage way too much, because the system are gone and cannot be repaired. It will cause a realistic damage model and slow death. Others may wish too use another Zones.cfg for more effect, but this is an important part for me. Again, you can use my Zone changes or anyone elses to thier liking. I notice in the submarine.sim file you can set the 'damage zone radius' for a comparment to receive damage. That maybe useful to limit damage to an area that is getting unrealistic damage hits from a DC rather far away. I hoped that armor level would help absorb this damage, but it maybe it only applies to shell explosions (so set armor to zero may not matter under water as gouldjg said). I hope that makes sense. OT I see you got the Atmosphere Mod released, I like to check it out. I been pretty busy with this project to help out much. Good job :up: |
OT also
Jungman, I'm glad you want to try the atmospheric mod out. It should work 100% correctly, but you should make backups before you install it. I don't want to be responsible for messing up your system. You, of all people, have a lot more modding and testing to do! :lol: Best regards, Marhkimov |
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And P.S4. Oh, and Jungmann, could you inform us of when you are planning a full release version? Thanks! :lol: :lol: :lol: |
Happy Halloween folks
p.s. 5 Is there any chance of a monster release to coincide with the day? :rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :up: :up: :up: :up: :up: :up: :up: :up: :up: :up: :up: :88) :huh: :88) :huh: :-j :88) :huh: :-j :88) :huh: :-j |
I hope that in my night patrol don“t see any phantom ship or boat sailing in the fog with the skeleton crew :stare: :88) :dead:
:-j |
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For what it's worth, David Westwood's Anatomy of the Ship: The Type VII U-boat gives the following thicknesses for the pressure hull (in mm): Tropedo tubes: 4-6 Forward torpedo room (top): 16 - 17.5 Forward torpedo room (bottom): 12-16 Forward crew quarters (top): 18 Forward crew quarters (bottom): 12 Control room, radio, sonar (top): 22 Control room, radio, sonar (bottom): 9 Conning tower: 32 Aft crew quarters (top): 18-18.5 Aft crew quarters (bottom): 12 Diesel engine room (top): 12.5 Diesel engine room (bottom): 12 Electric motor room (top): 17 Electric motor room (bottom): 11.5 Aft torpedo room (top): 16 Aft torpedo room (bottom): 8-10 Aft torpedo loading hatch (top): 15 This work notes that the pressure hulls of the Type VIIC and the Type VIIC/41 had the same thickness, but the Type VIIC/41 had stronger steel, leading to a stronger pressure hull. Hope this helps Pablo |
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