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