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-   -   [REL] Natural Sinking Mechanics (https://www.subsim.com/radioroom/showthread.php?t=120269)

switch.dota 09-14-07 03:22 AM

Quote:

Originally Posted by WernerSobe
Update to 3.3

Changes
  • reduced torpedo damage (still higher then stock)
  • reduced deckgun damage
  • reduced compartment hitpoints (still higher then stock)
  • increased deckgun reloading times (15sec)
  • rebalanced armor ratings for all ships and compartments
  • increased armor piercing for deckgun and torpedoes
  • reworked compartment layout for mogami
  • reworked compartment layouts for all large merchants
  • increased critic flotation for all compartments
Compared to 3.2

Far less instant kills. The crews will abbandon their vessels much later, when the sinking is pretty much obvious.

Completely reworked the deckgun. It is now very accurate to historical reports. Reloading time is set to 15 sec and you will need a lot of shells to sink something bigger then a sampan with deckgun only.

Large Merchants little bit weaker agains torpedoes. 2-3 should do. Mogami now less stable and will capsize sooner.


DOWNLOAD: http://files.filefront.com/NaturalSinkingMechanics+33zip/;8540760;/fileinfo.html

I cant test every situation, so if you expirience something odd, feel free to post it here. If possible with a screenshot and if you can find the source of the problem post it... tnx.

Could you please post that in the first post of the thread? It's pretty tedious to search 16 pages for the 1.3 changelog.

NefariousKoel 09-14-07 05:12 AM

I'm gonna give the updated version a shot. I was thinking about raising the Crit chance to increase the possibility of quick sinking too.

The only thing is.. I'd rather have the larger ships with less of a chance but it seems that the crit chance is based on zone type not on ship type am I right?

WernerSobe 09-14-07 07:26 AM

Quote:

Originally Posted by NefariousKoel
I'm gonna give the updated version a shot. I was thinking about raising the Crit chance to increase the possibility of quick sinking too.

The only thing is.. I'd rather have the larger ships with less of a chance but it seems that the crit chance is based on zone type not on ship type am I right?

certainly it has nothing to do with how fast they sink. To make the ship weaker you would increase floatability and decrease crash depth for its compartments. Or you can make the ship less stable by moving the center of mass of every compartment away from center.

WernerSobe 09-14-07 07:30 AM

Quote:

Originally Posted by alunatic
Do u need the previous versions of this mod for v3.3 to work? If so where are the other versions?

no its standalone.

chopped50ford 09-14-07 04:53 PM

I got it loaded. Its an awesome piece of work.

I have to get used to the reload times.

Wernersobe...by chance do you have any info to back up the reload times changes (supporting history/documentation)? It seems alot more than 15 seconds. But when your used to fast reloads...it seems longer. :ping:

I did read that they could get off up to 6 rounds per minute, but just a thought.

NefariousKoel 09-14-07 05:15 PM

Quote:

Originally Posted by WernerSobe
Quote:

Originally Posted by NefariousKoel
I'm gonna give the updated version a shot. I was thinking about raising the Crit chance to increase the possibility of quick sinking too.

The only thing is.. I'd rather have the larger ships with less of a chance but it seems that the crit chance is based on zone type not on ship type am I right?

certainly it has nothing to do with how fast they sink. To make the ship weaker you would increase floatability and decrease crash depth for its compartments. Or you can make the ship less stable by moving the center of mass of every compartment away from center.

Your estimated torpedoes to sink each one is fine. I'd like to see a little more parity between quick sinking and lingerers. As an easy way to go, maybe just cutting your sinking times in half which would still be a good ways higher than stock might be what I'm looking for. *shrug*

Either way, thanks for the update! Hope you don't mind me using it but tailoring it a bit more to my tastes. I'd still like to have a TM Lite as an intermediate jump between stock and the latest TM/NSM setup for those soft people like myself. :D

WernerSobe 09-14-07 05:58 PM

Quote:

Originally Posted by NefariousKoel
Quote:

Originally Posted by WernerSobe
Quote:

Originally Posted by NefariousKoel
I'm gonna give the updated version a shot. I was thinking about raising the Crit chance to increase the possibility of quick sinking too.

The only thing is.. I'd rather have the larger ships with less of a chance but it seems that the crit chance is based on zone type not on ship type am I right?

certainly it has nothing to do with how fast they sink. To make the ship weaker you would increase floatability and decrease crash depth for its compartments. Or you can make the ship less stable by moving the center of mass of every compartment away from center.

Your estimated torpedoes to sink each one is fine. I'd like to see a little more parity between quick sinking and lingerers. As an easy way to go, maybe just cutting your sinking times in half which would still be a good ways higher than stock might be what I'm looking for. *shrug*

Either way, thanks for the update! Hope you don't mind me using it but tailoring it a bit more to my tastes. I'd still like to have a TM Lite as an intermediate jump between stock and the latest TM/NSM setup for those soft people like myself. :D

yea sure, if you like to change something do it, as long you keep it for yourself do what you want.

if you want the ships to be weaker, i mean take less torpedoes increase the flotability. If you want them to be as strong as they are but sink faster decrease flooding time.

billko 09-14-07 08:54 PM

Quote:

Originally Posted by chopped50ford
I got it loaded. Its an awesome piece of work.

I have to get used to the reload times.

Wernersobe...by chance do you have any info to back up the reload times changes (supporting history/documentation)? It seems alot more than 15 seconds. But when your used to fast reloads...it seems longer. :ping:

I did read that they could get off up to 6 rounds per minute, but just a thought.

Chopped50Ford:

Believe it or not, when you are operating the deck gun in choppy waters, the performance of the PC drops enough, in some cases, to actually slow down time in the game! Try timing it in glassy water, or in map mode (non-time compressed) and you'll see it reloads much quicker. I haven't timed it that way, but I bet if you go back to the deck gun in 15 seconds real time, it will be reloaded.

Bill

WernerSobe 09-14-07 09:45 PM

Quote:

Originally Posted by chopped50ford
I got it loaded. Its an awesome piece of work.

I have to get used to the reload times.

Wernersobe...by chance do you have any info to back up the reload times changes (supporting history/documentation)? It seems alot more than 15 seconds. But when your used to fast reloads...it seems longer. :ping:

I did read that they could get off up to 6 rounds per minute, but just a thought.

I refer to a german book "history of submarine warfare". I read it a lot, its full of interestning facts.

Regarding rate of fire it says that US subs were capable to fire a round every 10-20 seconds. Depending on supply chain and the crew. The shells were passed from inside to the deckgun and the empty hulls back inside (they were recycled). Since there is no random factor in sh4 i decided to meet a compromise and set it to 15 seconds which reflects the average.

regarding damage there are different reports. There are reports of sinking a 1200 tons vessel with 90 rounds. And another of sinking larger cargo ship in less then 15 minutes with deckgun only which would be 60 rounds at 15 sec RoF. In NSM 3.3 you will need about 40 rounds for small ships and about 80 for large ones. These are just rough numbers, it strongly depends on were you hit them.

From my tests i have found that the most efficient way to sink ships with the deckgun in NSM 3.3 would be to nail the same compartment until it shows flooding, then switch to another compartment nearby. Spreading your shells all over the hull will basicly cost you more shells. Concentrate on one or two compartments until they start flooding and then evaluate the damage and decide if more compartments need to be damaged. Try to go for compartments that are near each other. That will increase the chance to displace the center of mass to much and may bring the ship out of balance. The compartments around center are usualy bigger and will take more water.

switch.dota 09-16-07 01:04 PM

Okay, bug report time! [NOTE: Trigger Maru 1.6.2 + NSM 3.3 lite on top]

1. Large old Pasenger Liner (the one that looks like the Huge Liner, only a bit smaller). I've nailed one with a single torpedo, dead midships on the starboard side. The "Enemy destoryed" message popped up along with the "Torpedo Impact!" announcement. I know there are supposed to br critical hits but this was rather odd since it took half of forever to sink (I was still dodging escorts 10km away and the thing still wasn't underwater).

2. I just came across a large tanker... on radar it was limping at 5 knots but when I got closer it... stopped! Closer inspection reveals that it was submerged down to decks awash. It was my first contact that patrol and deep within Empire waters. The winds were pretty rough.

3. Minesweepers/other corvettes. They're used by tater as ASW/port patrols. I encountered an ASW patrol of two in heavy seas only to have one sink before it got within 2km and the second to limp away burning. I never came close to them. This was in the Sea of Japan.


I'm not sure if these are related to your mod, but I'm guessing they are because they seem to have to do with the damage model of those vessels. Another smaller issue is that TM 1.6.2 + NSM 3.3 Lite = ships sink FAST. Maybe I should switch to classic...

WernerSobe 09-17-07 12:37 AM

Quote:

Originally Posted by switch.dota
Okay, bug report time! [NOTE: Trigger Maru 1.6.2 + NSM 3.3 lite on top]

1. Large old Pasenger Liner (the one that looks like the Huge Liner, only a bit smaller). I've nailed one with a single torpedo, dead midships on the starboard side. The "Enemy destoryed" message popped up along with the "Torpedo Impact!" announcement. I know there are supposed to br critical hits but this was rather odd since it took half of forever to sink (I was still dodging escorts 10km away and the thing still wasn't underwater).

2. I just came across a large tanker... on radar it was limping at 5 knots but when I got closer it... stopped! Closer inspection reveals that it was submerged down to decks awash. It was my first contact that patrol and deep within Empire waters. The winds were pretty rough.

3. Minesweepers/other corvettes. They're used by tater as ASW/port patrols. I encountered an ASW patrol of two in heavy seas only to have one sink before it got within 2km and the second to limp away burning. I never came close to them. This was in the Sea of Japan.

tnx for report ill look into this.

Quote:

Originally Posted by switch.dota
Another smaller issue is that TM 1.6.2 + NSM 3.3 Lite = ships sink FAST. Maybe I should switch to classic...

Maybe you should :arrgh!:

Powerthighs 09-18-07 01:00 AM

Quote:

2. I just came across a large tanker... on radar it was limping at 5 knots but when I got closer it... stopped! Closer inspection reveals that it was submerged down to decks awash. It was my first contact that patrol and deep within Empire waters. The winds were pretty rough.
Just a confirmation that I have seen this too. A large tanker, in heavy seas, struggling along with its decks awash. One torpedo and it sank instantly. Thanks for all your work on this.

Seadogs 09-18-07 02:33 AM

Quote:

Originally Posted by Powerthighs
Quote:

2. I just came across a large tanker... on radar it was limping at 5 knots but when I got closer it... stopped! Closer inspection reveals that it was submerged down to decks awash. It was my first contact that patrol and deep within Empire waters. The winds were pretty rough.
Just a confirmation that I have seen this too. A large tanker, in heavy seas, struggling along with its decks awash. One torpedo and it sank instantly. Thanks for all your work on this.

I think all tankers are one shotters now. I like it though, I'm actually excited to see them and will go out of my way for them now.

switch.dota 09-18-07 04:30 AM

Quote:

Originally Posted by Seadogs
I think all tankers are one shotters now. I like it though, I'm actually excited to see them and will go out of my way for them now.

It's possible to sink MOST vesseles with one torpedo. Just make sure you hit close to the aft/fore end... about 3 decals length on large merchant vessels. This translates into just below the crane-like structures most ships have. Such a shot usually is enough to sink most vessels (Mk. 14). Make sure you hit right inbetween the waterline and keel-line or directly UNDER the keel (good luck with that, seeing how 'reliable' the torpedoes usually are). I've sank everythinging short of huge liners with that method of attack.

NSM introduced a new element to SH4 - the need to consider WHERE to fire a torpedo at. Aim it midships? Fore? Aft? This is much more pronounced to damaged ships. Should you hit aft next to the damaged compartments to try and sink it by stern? Or hit on the same side fore of the command deck to try and capsize the vessel?

ReallyDedPoet 09-18-07 07:04 AM

Just getting the new version, looking forward to trying it out. Thanks WS :up:


RDP


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