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-   -   [REL] Natural Sinking Mechanics (https://www.subsim.com/radioroom/showthread.php?t=120269)

billko 09-05-07 11:20 AM

Quote:

Originally Posted by WilhelmTell
Quote:

Originally Posted by WernerSobe
[...] However impulse should be -3000 for all torpedoes. It makes ships being pushed up uppon impact instead of being sucked down.

Sometimes small ships like fishing boats are flying like 200 meters up in the air upon impact. Maybe that's why the devs wanted the suck down effect ?

http://img470.imageshack.us/img470/7...pactpe1.th.jpg

Nevertheless it is a great mod !

That picture brought tears to my eyes! Well, heck we don't have particle physics here so I guess instead of exploding outwards... zoom! Roman candle. ;)

Bill

thyro 09-05-07 01:03 PM

Quote:

Originally Posted by billko
Quote:

Originally Posted by WilhelmTell
Quote:

Originally Posted by WernerSobe
[...] However impulse should be -3000 for all torpedoes. It makes ships being pushed up uppon impact instead of being sucked down.

Sometimes small ships like fishing boats are flying like 200 meters up in the air upon impact. Maybe that's why the devs wanted the suck down effect ?

http://img470.imageshack.us/img470/7...pactpe1.th.jpg

Nevertheless it is a great mod !

That picture brought tears to my eyes! Well, heck we don't have particle physics here so I guess instead of exploding outwards... zoom! Roman candle. ;)

Bill

I want that flying torpedo!!!!! :)

But was that a torpedo or a cruise missile? I reckon that must be a WWII US secret weapon :)

mrbeast 09-05-07 01:05 PM

Has anyone tried sinking a subchaser with torpedoes? If you do just watch him leap out of the water and barrel roll 3 or 4 times before he lands!! I've seen it...twice...:o! Think something needs a tweak there. Brilliant mod otherwise.:up:

Great picture by the way I'll have to watch out for burning fishing boat shaped projectiles (or BFBSP's) in future...watch it doesn't land on your boat would be a bit of p****d off fisherman's revenge!!!:arrgh!:

Doolan 09-09-07 02:06 PM

Hey there!

First off, amazing mod. It really adds something to the experience, removing the far-too-frequent one-shot kills in the stock game.

Something worries me though.

I've been patrolling on my S-Boat for quite a while, and so far I am happy with the sinking mechanics of mostly everything. Most merchantmen go down with two torpedoes, and destroyers have a similar behavior.

However,

a) I am yet to see a critical hit, though it might be my bad luck. While torpedoes start fires, I don't see any secondary explosions. All I get are slow sinkings by flooding, which don't seem to match what I've read in accounts (in which one-shot kills, while not half as frequent as in the stock game, were not rare).

b) Heavy cruisers. I've encountered Mogami three times so far, and I am yet to sink it. The last time, I hit it with three torpedoes, all three in different compartments, and all three causing large holes. They brought her to a stop and gave her a serious list, but she didn't go. So, I reloaded all four torpedoes and hit her again, all nicely spread and no duds. Still clinging to life.

I ended up firing every single torpedo I had on her with no result whatsoever. I agree that ships should not be as easy to sink as they were in stock SH4, but a heavy cruiser taking 11 torpedoes in different places and not going down in 24+ hours is maybe a bit extreme. The whole port side was a series of holes, salvos hit at least three torpedoes at a time in different sections...

This is with version 3.0 as included in TM 1.6.2. Has the latest version changed this? Am I the only one who finds warships a bit too tough?

Regards,

Doolan

Wilcke 09-09-07 03:30 PM

I added Classic NSM to TM1.6.1 and yes Mogami required six torps to put her under, with three she ground to a halt and listed terribly.

Wilcke

WilhelmTell 09-09-07 04:02 PM

Quote:

Originally Posted by Doolan
[...]
I am yet to see a critical hit, though it might be my bad luck. While torpedoes start fires, I don't see any secondary explosions. All I get are slow sinkings by flooding, which don't seem to match what I've read in accounts (in which one-shot kills, while not half as frequent as in the stock game, were not rare).
[...]

You can land critical hits on ships. Though the critical chance for most compartments is set to 5-10% with the NSM mod enabled.
If you like to have more critical hits just raise the percentage for Critical Chance in the zones.cfg for certain compartments.

Doolan 09-09-07 05:08 PM

Quote:

Originally Posted by Wilcke
I added Classic NSM to TM1.6.1 and yes Mogami required six torps to put her under, with three she ground to a halt and listed terribly.

Wilcke

Well yeah, six... but 11? I can only assume I had "partial" duds that didn't do full damage, but in any case with eleven torpedoes on her she's probably the luckiest ship of the Pacific.

In the training mission she took nine and ten in two separate attempts.

WernerSobe 09-10-07 10:10 AM

im already working on next version. Ive found the issue with mogami and there will be also changes to deckgun damage.

ReallyDedPoet 09-10-07 10:11 AM

Quote:

Originally Posted by WernerSobe
im already working on next version. Ive found the issue with mogami and there will be also changes to deckgun damage.

Nice to hear, great mod :up:


RDP

Theraven 09-10-07 07:29 PM

Quote:

Originally Posted by WernerSobe
ok fixed. The ammo bunker for the deckgun was responsible for the bug when it was damaged.

use the link on first page to download the latest version 3.2

Hi WernerSobe, I do appreciate your hard work on this mod, but I notice from reading the thread people reporting this problem with the column of smoke following their ship and your fix. I have the most recent version of your mod (only started using a few days ago) and I am experiencing this problem. Any idea if something else may be causing the problem?

Misfit138 09-11-07 05:20 AM

Quote:

Originally Posted by WernerSobe
im already working on next version. Ive found the issue with mogami and there will be also changes to deckgun damage.

Thats great to hear! :up:

Other than the unsinkable mogami I've had lots of fun with this mod of yours

mrbeast 09-11-07 07:22 AM

Quote:

Originally Posted by WernerSobe
im already working on next version. Ive found the issue with mogami and there will be also changes to deckgun damage.

Is there anything you could do to tackle the flying fishing boats and barrel rolling subchasers?

Brilliant Mod, definately a 'must have':up:

Dogster 09-11-07 08:40 AM

This Mod is F'in awsome! Thanks for your hard work

NefariousKoel 09-11-07 11:17 AM

Quote:

Originally Posted by WernerSobe
im already working on next version. Ive found the issue with mogami and there will be also changes to deckgun damage.

Unfortunately, I've had the experience with a couple others too. Notably a Destroyer that wouldn't go down. Just FYI.

Rattail 09-11-07 12:30 PM

I am using the latest version and this mod rocks! Thanks!!


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