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Redwine 06-04-07 04:13 PM

Quote:

Originally Posted by SteamWake
First let me say many thanks for your efforts these "adjustments" were sorely needed.

Now could you please check the numbers for "Modern Medium Composite Freighters". I hit one with three good solid (torpedos) shots and she dident even slow down. I finally brought her down after about 40 AP rounds at the waterline.

Thanks ! :up:

Is there some strange thing with some cargo ships, i attempt to fix it and reach to do it but partially.

If the ship is into a single mission, and filled with cargo, fuel or ammo, the settings works as it is souposed.

Those are the coices into a single mission... cargo, fuel or ammo.

But in campaign, seems to be some ships... diferent, a 4th option, may be empty, wich requiere more torps.

You do not found these kind of ship at every time, but some time they appears and you have a more hard ship.

I can make settings to make those shis weak, but then the ships filled with cargo, fuel or ammo become so easy to sink.

Even when you found this ship anoying, finally you will feel, it is good to have a wide variety of ways/maners to sink.

Every some time, you will found a pack of ships wich needs more torps.

Into the files you have optional .zon files to chage them to a biger or smaller hitpoints values, you have .zon files for 200, 300 and 400 Hitpoints...but i think so the mod stock are the better, mod stock is for 300 hitpoints, you can change it for the 200 hitpoints one if you feel bad with the mod default one, but remember, then, when you found a ship filled with ammo, or fuel, or cargo, it will be easy to sinks, sure with a single torp.

Another thing to take in consideration, is... wich torps was you using, mod was adjusted to MK-14 and 23, if you are using MK-10 or 18, you will need more torps, and if you use MK-18 you will need few.

Many thanks for feedback.... any way i will check them for more impressions on their behaviour...

tater 06-04-07 04:42 PM

Redwine, what are the Hiryu and Shokaku CVs like with this mod. I almost always capsize them with a single torpedo, always with 2.

Redwine 06-04-07 04:58 PM

Quote:

Originally Posted by tater
Redwine, what are the Hiryu and Shokaku CVs like with this mod. I almost always capsize them with a single torpedo, always with 2.

I didnt touched them... good if you can give some feedback, i made some zones destructibles and increased the torpedo power, then if you hit them into a fuel or ammo bunker they can be easy detroyed, but some times a carrir take 3 torps...

I made the mod too much time ago, it had lot of downloads, but very few people give a feedback and impressions, so i still on "my way", with no feed back is hard to see all things.

Please, share your impressions if you are using the mod, and may be we need to add new tweaked files for more ships.

I will test Hiryu and Shokaku CVs, are they into a single mission ?

Wich one ?

Many thanks for interesting !!! :up:

tater 06-04-07 05:33 PM

I'll make a mission and test them out. My concern is that the stock game has CVs way way too easy to sink. In any kind of rough sea, a single hit will always bring down an IJN CV. Oddly, it is harder to take out a Taiyo in my experience.

tater 06-04-07 10:50 PM

I was testing 13e vs various merchant targets. While I saw a few interesting sinkings, I also seemed to kill them with one shot far more than I am used to. Default depth setting, yet I saw damage I had never seen before. Instead of a large hole, I saw a huge bit out of the bottom of the hull. Clean, like it was never there.

So though the actual sinking took more time, the destruction of the ship seemed easier to me. I blew Kongo up like Arizona with a single torpedo, CVs sink the same as ever, 1 hit, they go down.

Redwine 06-05-07 08:03 AM

Quote:

Originally Posted by tater
I was testing 13e vs various merchant targets. While I saw a few interesting sinkings, I also seemed to kill them with one shot far more than I am used to. Default depth setting, yet I saw damage I had never seen before. Instead of a large hole, I saw a huge bit out of the bottom of the hull. Clean, like it was never there.

That was the idea, to have lot of diferent ways to sink, even with a single torp.

If you play the mod in campaign, you will found many medium and large cargo ships need 4 and more torps.

This was one of the things i attempted to fix with the mod, the unsinkable merchants.

The unsinkable merchants are more weak now, but it make the others, filled with fuel or ammo, more easy to sink.

If i made the merchant more hard to sink yopu back to the stock status, and when found those cargo ships empty they takes 8 or 9 or even 10 torps, wch was one of the things i attemped to fix with this mod.

Please, play the mod, many misssion in campaign, you will found not avery ships is easy. :up:

Quote:

Originally Posted by tater
So though the actual sinking took more time, the destruction of the ship seemed easier to me. I blew Kongo up like Arizona with a single torpedo, CVs sink the same as ever, 1 hit, they go down.

As wrote before, i didnt touched the carriers, they are as stock.

About the Battleshisp, they was extremelly easy to sink before. I increased a lot their hitpoints.

But... a critical explosion is always present, some times, you can hit the ammo bunker and a single torp may be enough, but almost in my test it happens very very few times for me.

Normally an ISE and ISE2 wich needed a single torp before, needs 4 torps now.

Yamato needs only 3 torps before, now it need 6.

Kongo has the same hitpoints as ISE and ISE2 in the mod. So the normal... must be, it need 4 torps too. Most of the times it takes 3 torps for me.

The critical probability to sink a big ship with a single torp is present, the matter is it must not happens to often, if not we need to reduce it.

Any way we can recheck it...

The place of the impact is decisive for the damage caused.


About the carriers....

I didnt touched them... they are like as in stock. I only touched, medium and large merchants, battleships, heavy cruisers and DDs.

I note a small carrier, can be sinked with a single torp if you hit it at 1/3 of ship lenght, but need 2 torps if you hit it in example at middle ship and at stern.

But a big carrier needs most of the times 3 torps...


For your feed back i think, we must to recheck Kongo, even when it has the same hitpoints as another BBs.

And we need to adjust carriers.

What are your suggestions ?

How many MK-14 fro to sink a small carrier (17.000tn) ?
(it needs 1 or some times 2 now)

And how many to sink a big one (35.000tn) ?
(it need 3 torps now)

:up::up::up:

Redwine 06-05-07 12:04 PM

Well... i am working on CVs... i didnt touched them, because no body claims for them, up to now.

They was really weak. I am tweaking them and testing now.
Will be another version with stroger CVs.

There was a small CV with only 400 HP, and the bigger one, 35.000tn, was only 550 HP.

The main problem is they do not react too much to HP increase.
May be due to their low armor values.

I rised up the smaller carriers (9.000/11.000tn) up to 900 HP, the medium carriers (16.000/17.000tn) up to 1000 HP and the biggers (28.000/35.000tn) up to 1200 HP.

Test on progress....

tater 06-05-07 01:38 PM

Some escort carrier info. These were converted merchants.

HIJMS Unyo:

19 January 1944:
Around noon, en-route, struck by three torpedoes from USS HADDOCK (SS-231) in position 12-12'N, 146-26'E. Forward section shattered.

20 January 1944:
Limp into Saipan for emegency repairs.


HIJMS Taiyo:
Hit twice by single torpedos and lived, but the 3d time her avgas tank blew, then she may have been hit by a 2d torpedo.

HIJMS Chuyo:
4 December 1943:
- At 0010, hit by in port bow magazine by torpedo from USS SAILFISH (SS-192) in position: 32-30'N, 143-40'E. Though magazine does not catch fire, the bow plates are torn and the forward part of the flight deck collapses. But the carrier is able to maintain headway, and in order to proceed, Captain Tomasaborou reverses direction and begins to steam backwards towards Yokosuka at half-speed.
- At 0555 is hit again by two torpedoes in the port engine room in a second attack. (Note 1) Ship is stopped dead in the water and unable to navigate - position: 31-55'N, 143-40'E. Destroyer URAKAZE and cruiser MAYA come to assist, and air cover from the homeland arrives overhead at dawn. Despite this aid, --
- At 0942 the ship is again attacked and hit by one or two torpedoes in the port side. Flooding massively, she now quickly rolled to port and plunged by the bow at 0948. As a result, loss of life was very heavy: Captain Tomasaborou and 513 officers and men, and more than 730 passengers went down with the ship. Among the lost twenty of the U.S. POWs from USS SCULPIN. Only one of the POWs survived to be rescued among the mere 160 survivors found by SAZANAMI and URAKAZE. (See Note 2)

^^^ at least 3, maybe 4 before she went down. She might have sunk with just the 1 or 2, but it certainly wouldn't be the instant sinkins we see.

Note that I have done no experiments at all with the 35k CV, Taiho since it is no unrepresentative of IJN CVs. She was lost to a single torpedo due to bad damage control.


CVs:

Shokaku was sunk by 3-4 torpedos. It was thought they would save her, but 2.5 hours after being hit a bomb in the hanger went off, and set avgas lines afire...

Redwine 06-05-07 02:11 PM

Very nice data Tater... :up:

I was increasing CVs hitpoints, but they do not react well.

A very big HP increase do not make them much more hard to sink... :hmm:

tater 06-05-07 02:24 PM

Someone posted that since 1.2 the "realistic sinking times" has not worked, is this the case?

In general, I think that once mortally wounded, ships tend to go under faster than they should.

Does anyone know what triggers the ship destroyed message (man, I wish that could be deleted)?

tater

SteamWake 06-05-07 02:32 PM

Quote:

Originally Posted by Redwine
Is there some strange thing with some cargo ships, i attempt to fix it and reach to do it but partially.

If the ship is into a single mission, and filled with cargo, fuel or ammo, the settings works as it is souposed.

Those are the coices into a single mission... cargo, fuel or ammo.

But in campaign, seems to be some ships... diferent, a 4th option, may be empty, wich requiere more torps.
...

I had read somewhere that cargo ships in campaign mode are not assigned any cargo or they all have one default load out.

Im not a modder so the above is heresay but might lead to a clue. :hmm:

Redwine 06-05-07 03:22 PM

I think so i found the problem... it is very low armor value.

It seems to be the problem with the Kongo too...

It has a armor value of 35 when an Ise2 has 96 same as Yamato with 96 too.

Carriers has armor values of 20, and even when you rise up the hitpoints value, you still killing them so easy.

I am tweaking all armor values now and testing, i will release a new version soon...

To sink BBs, CAs, CVs, will be more hard now...

:up::up::up:

leovampire 06-05-07 03:25 PM

try doing this is the config file of the cargo ship
 
I actualy can see the different cargo's on the decks of the ships:
It's just like what you do for the Carriers just with cargo and I did the same thing with oil and fuel for the tankers. I only play in Campaign mode with the game.

[Cargo 1]
StartDate=19380101
EndDate=19420620
NodeName=Freight Containers
CargoType=0

[Cargo 2]
StartDate=19420621
EndDate=19421220
NodeName=Ammo Crates
CargoType=1

[Cargo 3]
StartDate=19421221
EndDate=19430620
NodeName=Freight Crates
CargoType=0

[Cargo 4]
StartDate=19430621
EndDate=19431220
NodeName=Ammo Containers
CargoType=1

[Cargo 5]
StartDate=19431221
EndDate=19431220
NodeName=trap Container
CargoType=0

[Cargo 6]
StartDate=19431221
EndDate=19440620
NodeName=Ammo Crates
CargoType=1

[Cargo 7]
StartDate=19440621
EndDate=19441220
NodeName=Freight Crates
CargoType=0

[Cargo 8]
StartDate=19441221
EndDate=194612231
NodeName=Ammo Containers
CargoType=1

leovampire 06-05-07 03:28 PM

This is what I have set up for the tankers
 
[Cargo 1]
StartDate=19380101
EndDate=19420620
NodeName=oil
CargoType=2

[Cargo 2]
StartDate=19420621
EndDate=19421220
NodeName=fuel
CargoType=2

[Cargo 3]
StartDate=19421221
EndDate=19430620
NodeName=oil
CargoType=2

[Cargo 4]
StartDate=19430621
EndDate=19431220
NodeName=fuel
CargoType=2

[Cargo 5]
StartDate=19431221
EndDate=19431220
NodeName=oil
CargoType=2

[Cargo 6]
StartDate=19431221
EndDate=19440620
NodeName=fuel
CargoType=2

[Cargo 7]
StartDate=19440621
EndDate=19441220
NodeName=oil
CargoType=2

[Cargo 8]
StartDate=19441221
EndDate=194612231
NodeName=fuel
CargoType=2

tater 06-05-07 03:40 PM

What does cargotype=2 do?

I have noticed that I never see cargo on deck in game except for crates. I did see trucks, however ( i made a mission with loads of merchants with different deck cargos)

leovampire 06-05-07 04:08 PM

The type number stands for different things
 
Type=1 is a solid cargo but can expload

Type=2 is liquid but flamable

Type=0 is standard carry cargo

They use type=0 for a lot like Troops / Planes / Freight / Servivors and so forth

But if you pay attention to how the cargo looks on the deck there is a difference between Ammo crates which are long and green and low in height and Freight crates are square tall box's

tater 06-05-07 04:10 PM

Ah, I see.

Have you actually ever seen planes on deck? (of a merchant)

leovampire 06-05-07 04:22 PM

Nope
 
But I do put them inside of my aircraft carriers as cargo

tater 06-05-07 04:36 PM

Doesn't that make CVs even easier to sink? They are a joke right now (Hiryu, Shokaku, and Taiyo) anyway. 1 torpedo and down they go. Sometimes it takes 2 if the first hits the bow or stern. I've never seen a Taiho since I removed it from places it didn't belong, and it's a poor stand in for any CV but itself.

leovampire 06-05-07 05:00 PM

I increased the hit points and armor on my CV's
 
It ususaly takes 4 torpedo's to sink them in different area's of the ship but I made it so the props and rudder is destructable so I always put my first shot around there to try and cripple it so I can reload or turn around if I didn't sink it. On a patrol last night I only had 2 torps on my way back to Pearl come up on a Carrier task force and put them into a Shokaku Carrier and it kept on going with the rest of the task force. Didn't have big holes just jagged small holes in the area of the torpedo hits.

But I don't use any mods what so ever for my torpedo's just the stock stuff.


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