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A Gato starts to take pressure damage at about 448 feet. Don't beleive me, go back and try it again, and stay in the conning tower. The lights will start to flicker.
In TM i reduced the rate at which pressure damage is incured by half of its orginal number. Crash speed was 2, i made it 1. In any event if you stayed at 450 feet, and kicked up the TC to a high rate, youd probably be greated with a death screen before too long. The "D key" functionalty, is specified by the crush depth variable in the subs.cfg file. Whatever you specify here, is how deep the boat will go and it will not stop until it reaches that depth. In TMaru, the balao is the ONLY boat where i specified the crush depth to be just above its ACTUAL depth,and not its saftey depth. I had to specify its crush depth as such, otherwise it would never go deeper then 450 feet due to dial limitations. Also It is the only boat which can go below 450 feet (granted you could make them all deep sea diving bells if you wanted to), So specifying crush depth on all other boats as such is unnecessary. Another reason is i think its more fun when you don't know your acutal crush depth, because whenever you tell your boat to go deeper, you have to wonder if your pushing it too far. I really wish i didnt know a Gato starts to take pressure damage at 448 feet to be honest. |
I had a Tambor or Gato at 450' for several minutes without any visible consequences during my deep diving test. I was kinda disappointed not to have the "oh ok that's the limit, emergency surface!" moment.
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There's a bug where the normal signs of pressure stress do not display in the control room. They do however display in the conning tower. If your normally in the control room, you'd never notice.
Again in TMaru, i reduced the speed at which hull stress damage occurs. (crash speed) In SH4, it already occurs at a lower rate then in SH3. By way of comparision to achieve the same low rate of stress damage im using. in SH3, id have to specify a crash speed of say, 0.3. In sh4, im using a value of 1.0!!!! Default crash speed in both games is 2.0. So in otherwords you can go DEEP, but how long you can stay there depends on the HPs remaining on your hull. The more the HP loss, the faster the crush. Im gussing you could hang out deep for about 30 mins or so before your crushed like a beer can. |
Just take a look into wich values you have into your files...
Plus take a look into the crashspeed, if you have a very low value, you can dive under the crash speed, and survive... this do not means you are not taking damage, you are, but at very low speed. :up::up::up: Edit... Oohhps... dindt seen the Ducimus post, he clarify it very well for you ! :up: |
Crush depth is NOT accurate
A intact Gar cannot go down to 450ft. (lol), tested with my real campaign as I evaded DDs (p.s. DD didn't do any damage on me) I knew that something bad happened, so I asked my man to blow ballast and ahead flask, hoping to lure those DD to a gun duel which they may not want to engage, and use maneuver to travel to friendly bases. At that moment... A death screen occured lol And the screen is your boat ascending, suddenly losing power and descending to the abyssal space below |
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