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-   -   [REQ] info on RL torpedo damage (https://www.subsim.com/radioroom/showthread.php?t=166569)

Arclight 03-31-10 04:11 AM

Visually yes, but we can tweak to make the damage model more realistic.

Expanding the range within which damage occurs is just 1 step though. Another would be tweaking the values for the zones (the boxes you see in the image above), which I did for BRF, and I think the whole HP system needs a rework. Already increased hull HP for ships so you stand a chance of sinking them through flooding, but the HP for the individual compartments need attention too, and the torpedo damage needs to be balanced to that.

Finally, you can rework the zones.cfg, the file which contains the values for the zones. Now, a lot of ships use the same zones, but in reality each type of ship has a unique behaviour. You could add more zone types in the zones.cfg and use Goblin to edit the zones used by the ship models, to get far more unique modeling and better behaviour.

Regio Sommergibile 03-31-10 04:14 AM

Ok about that i had no doubts, but what about the 3D model changes ?

I support the idea explosions in SH suck, as well as parts of the ships that fly away like in hollywood explosions, but improving this seems really hard to me.

Btw i'm no expert at all. i was just asking for more info on his intentions because it's an eventual mod that i'd really be fond of

Arclight 03-31-10 04:21 AM

I'm no 3D artist or particle master, so the visual stuff I leave to someone else. The actual damage modeling though, that is something I can work on.

Regio Sommergibile 03-31-10 04:25 AM

I understand. Badly needed for sure ;)

Taurolas 03-31-10 06:33 AM

the problem with realistic damage is that its impossible to estimate, if you hit a ship inbetween bulkheads with bulkhead doors shut then it would fracture / blow the bulkheads out with the blast preassure. if you did the same thing with doors open then bulkheads may still be damaged but some of that blast preassure would go though any openings within the boat and vent out somewhere...

luck of the draw if you ask me

Regio Sommergibile 03-31-10 07:35 AM

Something missing to me is that there are no clear rules on targeting.

I always try to shoot under the chimney but it depends on vessels...this should be taken into account.

Arclight 03-31-10 10:07 AM

Quote:

Originally Posted by Taurolas (Post 1341876)
the problem with realistic damage is that its impossible to estimate, if you hit a ship inbetween bulkheads with bulkhead doors shut then it would fracture / blow the bulkheads out with the blast preassure. if you did the same thing with doors open then bulkheads may still be damaged but some of that blast preassure would go though any openings within the boat and vent out somewhere...

luck of the draw if you ask me

Expanding the max radius kinda accounts for that; you can do vey little damage or a whole lot, depending on what damage comes up for the hit (ranges from 120 to 180, so pretty variable).
Quote:

Originally Posted by Regio Sommergibile (Post 1341915)
Something missing to me is that there are no clear rules on targeting.

I always try to shoot under the chimney but it depends on vessels...this should be taken into account.

Not sure I understand. If you mean it should matter where you hit, again, I point to BRF (it's in the sig). Project is underway for a while now, and affects all ships (at least the ones that needed work; escorts usually sink with 1 hit, so no real need there) but the torpedoes haven't been altered yet.

Regio Sommergibile 03-31-10 10:22 AM

Yes i meant where to hit, because as now i don't think there some rule about it.

I didn't know your BRF mod changed this too ;)

Arclight 03-31-10 10:40 AM

It changes the "weight" of flooded compartments, so you see much more effect from hits; listing, sinking by the bow or stern, etc.

Better, but want a more refined solution to be honest.

Regio Sommergibile 03-31-10 10:44 AM

"Listing" ??

Sailor Steve 03-31-10 10:55 AM

There are many accounts of single ships being finished off with one or more 'coup de gras'. It is unknown whether the ship would have eventually sunk without these extra torpedoes. What bothers me is the way the games (all of them) don't give you credit if you don't actually see the target sink. I wish a routine was in place that would keep track of whether the ship sank, and tell you if sank later or made it to port.

One of the oddities where warships are concerned is the compartmentation. There were several instances of anything from a battleship down to a destroyer losing part or all of the bow due to a storm or a torpedo or bomb hit, and the crew managing to seal off the forward bulkheads and make it to a friendly port with 20% or more of the ship missing. This could only happen if the bow broke off foreward of a sealable bulkhead, but it did happen several times.

The most extreme example I know of is the destroyer HMS Javelin.

Quote:

Originally Posted by www.uboat.net
The 5th British destroyer flotilla (Capt. Lord Louis Mountbatten), HMS Javelin (flag), HMS Jupiter, HMS Kashmir, HMS Jackal and HMS Jersey encounters the German destroyers Karl Galster, Hans Lody and Richard Beitzen while these were conducting an anti-shipping raid off Plymouth. In the gun/torpedo battle that followed HMS Javelin was hit by two torpedoes, loosing both her bow and stern. Only 155 feet of Javelin's original 353 foot length remained afloat and was towed back to harbour. Javelin was out of action for almost a year.

More than 2/3 of the ship gone, and she survived to be repaired and returned to service!
http://www.uboat.net/allies/warships/ship/4451.html

HMS Javelin Bow

http://i14.photobucket.com/albums/a3...nDamageBow.jpg

HMS Javelin Stern

http://i14.photobucket.com/albums/a3...amageStern.jpg

sergei 03-31-10 10:58 AM

Listing

http://img15.imageshack.us/img15/2761/llltj.jpg

:DL

Bilge_Rat 03-31-10 11:56 AM

Sailor Steve makes a good point about watertightness.

Warships, because of better design, compartmentation, damage control, better crew training, can withstand more damage, because the crew can quickly seal off the damaged portion from the rest of the ship.

A merchant men is designed to carry the most cargo in an efficient manner, so the compartments may be bigger and not designed to withstand torpedo damage. There is also the issue of maintenance. A 10 year old cargo ship may not be very waterproof through years of neglect, poor safety practices and may not be able to stop the flooding from spreading throughout the ship, even if the crew are able to seal off the flooded compartment(s).

For example, the USS California was hit by 2 torpedoes at Pearl Harbour. Because it was the flagship of the Pacific Fleet and was basically kept as a showrrom for the Admiral, it never received the required upkeep and was known to have poor watertightness. Even though all the bulkhead doors and hatches were closed, water was still able to seep into every part of the ship and she slowly sank over 2-3 days. This was in a 20 year old battleship. Many 10+ year old cargoships would have had the same issue.

Arclight 03-31-10 02:40 PM

Quote:

Originally Posted by Sailor Steve (Post 1342098)
More than 2/3 of the ship gone, and she survived to be repaired and returned to service!

Only to be sold as scrap later on. :nope:

Can happen in the game too btw. :yep:


About ships sinking over time; best you can do is greatly increase the flooding times, but that really isn't a solution. I thought damage over time would be possible with the scripting, but I haven't seen anything that could be used to that effect. :(

LukeFF 03-31-10 06:18 PM

Quote:

Originally Posted by Sailor Steve (Post 1342098)
The most extreme example I know of is the destroyer HMS Javelin.

There's also the example of the USS Blakeley:

http://uboatarchive.net/U-156BlakeleyMay72.jpg

http://uboatarchive.net/U-156BlakeleyMay57.jpg

More Photos

War Damage Report


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