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-   -   [REL] Realistic Sinking Physics (https://www.subsim.com/radioroom/showthread.php?t=118005)

LukeFF 08-02-07 03:38 PM

Quote:

Originally Posted by WernerSobe
yea tnx. looks like its just a file from 1.0 version so the reason for ctd was never discovered. Anyway the CTD is gone. Just the work of 3 hours balancing the compartment layout is gone too.

I take it the fix for the Taihosan will be part of your next release? Or, rather, the need for that fix will no longer be needed?

WernerSobe 08-02-07 04:05 PM

Quote:

Originally Posted by LukeFF
Quote:

Originally Posted by WernerSobe
yea tnx. looks like its just a file from 1.0 version so the reason for ctd was never discovered. Anyway the CTD is gone. Just the work of 3 hours balancing the compartment layout is gone too.

I take it the fix for the Taihosan will be part of your next release? Or, rather, the need for that fix will no longer be needed?

yes the next release will include that fix.

Rockin Robbins 08-03-07 09:49 AM

A huge thumbs up for Realistic Sinking Physics
 
This is amazing work! The sheer variety of outcomes possible from an attack are wonderful. You can put 4 torpedoes into a ship that won't sink and steam about the unfairness of it all. You can fire one and the ship goes down. You don't complain about the unfairness of THAT. Hmmmm.... Sounds like real life to me.

It reminds me of a RL story I read about a sub turning a cargo ship into swiss cheese and finding out that the floatation of the cargo itself was preventing the ship from sinking. Chin up Werner! If people are complaining, you're on the right track.

Rattail 08-03-07 10:02 AM

Yo!
Will the new update include the sinking physics of the one I am battling to download? (Access denied. Invalid usernamke or password)

;)

WernerSobe 08-03-07 12:53 PM

prorgress update: Im finished with small merchants and now working on medium ones. I can already tell you where the mod is heading to. Compared to 2.6 you will need less torpedoes for merchants and sinking rates will be slightly increased. Sinking for hours will be an exception, but possible. A light version will be added with greatly increased sinking rates for those who find that to slow. Ships that are hit at about center will instead of slow infiltration rather capsize and flip over. All ships will show less stability and sink much faster when water comes over decks. The strengh of bulkheads will be reduced so nearby compartments will start flooding sooner. When the ships are broken in two parts, the parts will corectly sink like a "V" not like an "A". Holes from torpedoe hits will appear smaller.

This list is not complete there will be more changes maybe. And im not sure sofar how much changes i need to do to warships. In any case i will separate main compartments of light cruisers, heavy cruisers, carriers and battleships. Now they are using the same setup which makes them take about the same amount of damage. I want battleships take more then light cruisers...

Seaman_Hornsby 08-03-07 01:02 PM

Sounds promising, Werner. :up:

I'm looking forward to trying the new version! :arrgh!:

kikn79 08-03-07 01:15 PM

Sounds Great!!
 
I am looking forward to trying out the new ship settings. I have greatly enjoyed this so far and I REALLY appreciate the time and effort you have put into this.

Thanks,
Chuck

Digital_Trucker 08-03-07 01:43 PM

Thanks for the update, Werner. Sounds like you're on a roll now:up: Can't wait to get it into play.

Warden 08-03-07 01:45 PM

Sounds like you're doing one hell of a job, can't wait to test it out myself. :up:

Ducimus 08-03-07 05:29 PM

I never realized the damage model was that bad. Good work WernerSobe, your making huge advances for SH4!

Fearless 08-03-07 05:41 PM

Great stuff WernerSobe :rock:

chopped50ford 08-03-07 05:49 PM

again, thanks again for the update. CAnt wait for the next version. :up:

CaptainKobuk 08-03-07 09:03 PM

Yeah as Decimus correctly said it is a huge advance to the game.

For your info WernerSobe, in stock SH4, it often takes up to 4 straight on bow hits on a chasing destroyer to convince them to back-off and die. At the moment i don't have your mod installed but the new improved version everyone is talking about sounds like a definite must have mod.

Since Destroyers even without your current mod can absorb a lot of bow hits don't sweat it trying to figure out if your new mod correctly models damage etc.

If anything, since your mod models compartments that fill with water and not "total hitpoints damage' to the whole ship, bow hits on DD's will at least slow them down.

Which reminds me. One of the worst aspects of the "hitpoints model" in the stock game, is ship speeds too often seem oblivious to any torpedo hits that don't push the total hitpoints number over the limit and sink that ship. So i'd like to start to see with your new mod a ship slow down if a torpedo or two blast it's propellers.

It would be a useful crippling strategy to hit the props of ship if proper effects were achieved in the game. The strategy could shift the need away from having to have to kill DD's first to have free pickings of the rest of the entire convoy. We could shot for props, cripple several cargo ships and pick'em off later with the deck cannon after the DD's give up the search. . Destroyers always eventually return to the main fleet and leave the crips behind to fend for themselves.

tater 08-03-07 11:49 PM

This looks like it will surely become another must have mod.

:up:

tater

nimitstexan 08-04-07 01:38 AM

Sounds very promising.


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