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-   -   Depth Charge Lethality Poll (https://www.subsim.com/radioroom/showthread.php?t=125959)

DaveP63 12-01-07 05:42 AM

3 and C :dead:

kapitan_zur_see 12-01-07 08:52 AM

Quote:

Originally Posted by Reaves
Quote:

Originally Posted by CCIP
Personally, what I really miss a lot of times is a chance to die slowly. I've no objection to direct or near-direct hits being very deadly, but I'd prefer it'd end with my boat flooding uncontrollably while I try to blow ballast and lose the battle than just having the control taken away instantly and the boat plunging down. :hmm:

At distance, I'd like minor compartmental damage to be a bit more frequent.

I agree with this. In older sub games (i'm thinking it might have been SH2) I remember receiving major flooding in my bow compartments which caused my sub to slowly sink. Luckily I was in shallow enough water to hit the bottom and be able to slowly repair. I haven't had this happen in SH4 although that could just be the luck of the draw.

Either way, i'll never forget that moment. I thought I was done for but someone was looking out for me.

Yep, i very much agree with this! I miss such moments so much in SH4&SH3 although it occured to me in SH4 some very few times in somwhat shallow waters... For me, the most interesting subsim regarding damages management was by far SH1. Never found a subsim getting that fun with it. I remember patrol in sh1 where i got plunged to seabed due to heavy damage and Heavy flooding and still being alive having a thin chance of repearing the sub. Crew was working several hours, you were seing parts gradually being slowly repaired, several hours later pumps were repaired, then water would gradually be pumped out of compartiments whilst lowering the few pressured air level remaining. All of this would take times while CO2 level would come to raise to a worrying level adding to the tension. I remember sometimes even a fire would light up in a compartiment adding to the extent of damages to repair and eating valuable oxygen. Then, after a struggle of several hours, everything was almost repaired and your sub would gradually come to the surface as buoyancy becomes positive... All of this made up for a tremendous experience where you had the feeling of living that famous repair scene in das boot.
I still wonders why it has never been done near that good in SH3 and SH4... Sometimes there's regression compared to old so called less complex games...:shifty:
And that's a problem since i always found damage struggles to be a very immersive factor in a subsim. It takes an important place as it makes up for very dramatic moments. Movie directors know this very well and you often have this kind of scene in a sub movie

tater 12-01-07 10:45 AM

I completely agree about nasty damage being immersive. In flight sims some of my more memorable flights have been nursing a damaged ship home after getting badly shot up.

That said, this is not about that. Severe damage would still of course be possible from DCs that do not explode in virtual contact with your sub.

The point of the poll was that in SH4 a single DC NEVER kills you, regardless of where it goes off. Navies all around the world were under the impression that within a few meters would likely kill any sub. Were they all wrong?

I'm just looking at boundary values, really.

I'd like to see "skin hits" on your sub be very likely deadly. That doesn't mean you need to instantly sink, it just means that the damage WILL sink you at some point most likely.

So a single DC shacks you, and you start flooding, and find yourself settled on the bottom, desperately trying to repair it before it's too late—and there is a good chance you will not succeed. Meanwhile, you better hope Tojo needs a hearing aid, cause even a near miss will likely finish you for sure.

Another boat manages to dodge and weave, and the closest DCs are between 6 and 10m. The crew is rattled, and the sub likely needs an overhaul back at Pearl, but she'll make it home.

I'm interested because in addition to being realistic (I think), it certainly encourages realistic behavior on the part of the skipper. If you fight the boat with the thought that even a single good DC hit will likely kill you, you are more cautious,and you take a more active role in avoiding the enemy during DC attacks than you would when you know it might take 2-4 very close DCs to actually sink you. Particularly if the escorts are modded to have realistic numbers of ashcans.

12-01-07 12:09 PM

Quote:

Originally Posted by tater
I completely agree about nasty damage being immersive. In flight sims some of my more memorable flights have been nursing a damaged ship home after getting badly shot up.

That said, this is not about that. Severe damage would still of course be possible from DCs that do not explode in virtual contact with your sub.

The point of the poll was that in SH4 a single DC NEVER kills you, regardless of where it goes off. Navies all around the world were under the impression that within a few meters would likely kill any sub. Were they all wrong?

I'm just looking at boundary values, really.

I'd like to see "skin hits" on your sub be very likely deadly. That doesn't mean you need to instantly sink, it just means that the damage WILL sink you at some point most likely.

So a single DC shacks you, and you start flooding, and find yourself settled on the bottom, desperately trying to repair it before it's too late—and there is a good chance you will not succeed. Meanwhile, you better hope Tojo needs a hearing aid, cause even a near miss will likely finish you for sure.

Another boat manages to dodge and weave, and the closest DCs are between 6 and 10m. The crew is rattled, and the sub likely needs an overhaul back at Pearl, but she'll make it home.

I'm interested because in addition to being realistic (I think), it certainly encourages realistic behavior on the part of the skipper. If you fight the boat with the thought that even a single good DC hit will likely kill you, you are more cautious,and you take a more active role in avoiding the enemy during DC attacks than you would when you know it might take 2-4 very close DCs to actually sink you. Particularly if the escorts are modded to have realistic numbers of ashcans.

It's really not hard to get what you want, Tater. Just reduce DC blast damage radius, but greatly increase DC blast damage. I think think that is what you might be looking for. If you increase DC blast damage enough, then a single DC would be enough to eventually sink a sub from flooding or whatever. But a lot of other compartment and equipment settings need to be adjusted also. I have a lot of experience with this in modding SH3. You should be able to get what you want by doing it this way.

tater 12-01-07 12:34 PM

Yeah, I think I can do it. I've done many experiments so far, I had DCs doing MinEF 499, MaxEF 500, with a 14.5m radius (4.5m Rmin) and that didn't do it, not even close. I was surprised.

I have it OK right now, perhaps a hair nastier, since aside from one 162kg DC, the IJN used 100kg, 105kg, and 110kg DCs. I'd expect them to only have a shot at a 1-hit kill on a direct hit.

Needs playtesting as much as anything. Just trying to get a feel for what the folks want, so I can make a couple versions for different tastes :D

tater

Sailor Steve 12-01-07 05:43 PM

I agree: 2 and D are the best options. If it actually goes off nearly touching the hull there shoud be a real good chance of a kill. We're not forcing people to use it, and it's great for the realism and sweat factors.

I like swdw's list. I've also read that doubling the size of the charge had the wonderful effect of raising the kill radius from 25 to 30 feet.

Peto 12-02-07 12:18 AM

Too bad we can't have 2 different audio files for them. I've heard they were a bit louder :o .

Cheers!

aanker 12-02-07 09:05 PM

2 - 3 and D. The sub is approx 100 yds long so depending where the hit is would be a factor - plus depth for severe/fatal damage - and of course the more the boat is hit (even within 100 yds) should be considered IMO.

Art


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