nice will try when i got out of this damn class
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I'll see if I can manage to put in more desired effects. :hmmm: Quote:
Ships already list a good deal more than they did, but no capsizing yet. Think it would require additional boxes to be added to the model, specifically intended to cause the desired effect. Not sure I can manage that without a 3D editor. :hmmm: |
nice work:up: will try this out tonight:DL
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Superb :yeah:
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Nive work, looking forward :yeah:
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Nice work, I'll give it a go :DL
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One of the most important things :up:
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But maybe this will help: There is a Damage Editor under tools in the Goblin Editor. I can't make any sense out of it yet, but maybe you can :DL |
is it compatible with "critical hit for torpedos" mod ?
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Interesting. Thinking of trying it out on that test mission a try.
Should i remove the torpedo critical hits mod when using this? I've been sorta using that as a stop-gap till something better comes along. |
Part of the problem is that flooding/burning is directly tied to damage in vanilla - the stock torps do not do enough damage to cause continual flooding, whereas the damage added via the critical hits mods gives them that damage level that allows continual flooding.
Same deal with burning and the deck gun critical hit mod. Short version: Either fix the flooding/burning issue by upping damage (Critical Hits Mods) or by fixing the flotation model (This mod) Using both is overkill - but then again this mod doesn't change the warships or tankers yet... so maybe as a stopgap :06: Anyway I tested this mod out, it faxing kicks butt, and with the critical hits mod -2 Carriers, 1 shot each :haha: ... and so in the name of realism I'm ditching the critical hits mod because the fixed flotation for the rest of the ships can't be that far off! |
cool, i'll wait till it's finished then i'll switch.
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No data pops up in that damage editor, nor can I set anything from the dropdown boxes. Not much luck on the data in the .zon files either, but maybe I'll learn something and start to make sense of the GoblinEditor. Quote:
I wasn't planning on reworking warships; I was under the impression they sink to easily as it is. Does anyone think they should be reworked? Once the merchants are done, I'll look into those if there's a need/desire. |
I am pretty happy with warship structural integrity. the only thing you might want to look at is whether or not progressive flooding will occur should they try to maintain speed. I think that to some degree they also suffer from the "I took 3 hits and steamed away at full speed" syndrome of their merchant counterparts.
Tankers though, definitely need some flotation review imho. |
Can it be made so that ships take longer to sink as well? Ships now either sink in 2 minutes or drive away, was it not often the case in real life that they could slowly flood for hours and hours as the crew tried to keep it afloat? One of my best silent hunter experiences was a battleship off the coast of portugol sitting low in the water for 9 hours as i put torp after torp into it, eventually it rolled over.
:( Operation Monson was awesome. |
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