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FX has had an update since then but a merge is easy Merge |
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Do you mean Zones.cfg? |
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Thanks Quote:
The best Zones.cfg I've seen so far I've found here - Alternate Sinking Mechanism by Bilge Rat.. |
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Didn't meant to. |
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:O: |
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I prefer for my name those short forms that I pointed, please.. I don't like Vova :03:
Thank you :haha: :O: |
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http://omion.dyndns.org/images/png/sinkemacs-000901.png |
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I've been using the 'One Ship One Torpedo' and the 'Critical Hits for Torpedos' mods and they don't always do what their names imply, and I don't think they're 'cheats'. I've shot at freighters and still need 2 or 3 torpedos to sink them. Tho most small Coastal boats will go down with one torpedo.
'Critical Hits' I believe implies that if you hit a ship in a critical spot it takes only one torpedo to sink it. Take for instance a Capitol ship such as a Battleship or an Aircraft Carrier. I've sunk a Battleship with 2 torpedos, only because I believe I had hit an ammo magazine. Other times I've had to sink them using 3 and 4 torpedos. Same for an Aircraft Carrier. Hit a critical spot and they're toast. Remember in SH5 you aim and hold that spot on a ship and that's where your torpedo hits.... good or bad. In stock SH3 you were locked on and it hit where the 'lock' was. IIRC there was a mod that let you aim. 'One Ship One Torpedo' has to be for a critical spots too or the size of the ship. I have both installed, but Critical Hits does overwrite One Torpedo. Maybe I'm missing things by not using IRAI. But so far this time around all seems fine with the way my SH5 is working. My thought....If it ain't broke, why fix it? ;) LOL |
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I just activated it to the end of my list, and run a test in my current career against a small merchant ----> it does EXACTLY what i was looking for, and is compatible with latest FX-IRAI-OHII etc :up: One torpedo and the small merchant sunk in 5 minutes...with a huge hole in the bow. Without this mod, the small merchant would have sit there for hours very slowly sinking. I'm still convinced those kind of small boats (around 1600 tons) would have sunk very quickly after a torp hit :yep: I have yet to test against bigger boats! Can't wait! I just hope all boats are not sinking right away with only one torp! :haha: (in this case, i will reactivate AI crew in the TDW patcher) Quote:
EDIT1: Made a test vs a Hog Island boat (around 4600 tons) and after one torp hit right in the hull's middle, he sank after around 20 minutes...not that bad imo. Waiting for bigger ones. EDIT2: An other Hog Island encounter: one torp and 2 hours later still alive but hull almosr submerged...had to achieve him. So seems kind of random and i love the way it can sink either fast or slow now. Only thing after activating this mod, is they loose speed very fast and always all stop at first hit... |
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