![]() |
WernerSobe - you're having entirely way too much fun with this thing. :rotfl:
At this rate, we'll *never* get the next version. j/k tak as long as you want... this is amazing stuff!!! Bill |
Wernersobe, this is awesome news.
There has to be something the SH4 community can do for you when this is completed. I know time is valuable, and you should be paid back with some gratitude or pizza night. Cant wait to D/L this thing, my pants feel like thier shrinking w/ all the excitement. Thanks again! SALUTE. |
maybe ill be finished today but i dont promise.
cruisers exposed to be easy. Their layouts look good not much to change there. Also not many bugs. im almost finished with them. Only battleships and carriers left. |
I respect what you are saying here, and you make a good point.
However, before we become too sure of ourselves in saying that a ship would be abandoned, we should ask ourselves what alternatives the crew faces. I assert that many would stay with a ship as long as it were floating, because the alternative of getting into a life boat and taking your chances are worse. In reading 'Bitter Ocean' by David Fairbank White, I came across the case of the San Demetrio. After she was torpedoed, she caught fire and the crew manned the life boats, thinking she was done. Days later, the crew somehow drifted back to the wrecked tanker, then decided to re-board her. They fiexed her up... somehow and sailed her back. Anyway, this example shows that crews may choose a badly damaged ship over a fully functional life boat. :hmm: Quote:
|
Thank You
Werner,
I thank you very much for taking the time to put this mod together. in my opinion, this is the most valuable of all the mods. Your mod has taken some of the most maddening aspects of this game (invilnerable enemies) and made it one of the most enjoyable. I have read some of the posts in this thread, and i know a little about hex math. From some of your supplemental posts, it is clear to me that you have really invested a huge amount of your time digging into the guts of this game and getting to the bottom of some of it's most fundamental problems. Thank you very much for your efforts! :up: |
Hi Werner, did you find the Fubuki class DD to be as FUBAR as the Shiratsuyu?
In TM 1.5 I have only managed to sink one Fubuki with a luck critical hit and the ensuing fireworks LOL.... All four other Fubuki's I have encountered have taken three or four torps and lit up the night sky while still running around at 38 Knots:huh:. I eventually give up and sneak away. Thank you so much for your work, it has made an immesuarable difference to my enjoyment of this title! :up: |
Werner, assuming I understood correctly, the compartments are areas that take on water, etc, and sink the ship. No compartments, no water, no sinking.
Is the hull of the 3d model a surface where torpedos explode, or is it just visual, and the torpedo explodes when it hits the underlying compartment? I ask because it seems like on a BB or other ship with armored belt you could intentionally make compartments behind the belt stay far away from the outside of the hull. then a torpedo (assuming it blows when it hits the edge of the visual model) might not have the explosion radius to hole the actual compartment behind. I'm sure you have thought of stuff like this already but I thought I'd throw it out there. tater |
Quote:
|
Quote:
So basicly the answer is yes. It is possible to resize the compartments of battleships and make sure they are further away from the hull. But that exposed to be not neccessary. Ive separated battleships compartment proparties from other warships and can do with them whatever i want without making cruisers or carriers to strong. Actualy im almost done with BBs. You will love them they have strong armor now. Much stronger then cruisers. Sinking them will be possible but it will be always a great challenge, after all these ships are designed to take some torpedoes. |
Wow, that is so cool.
I wonder if any of our submarine damage issues are compartment related... tater |
update:
finished with BBs only carriers left and then final testings and minor tunings. another feature that you will love. All capital warships will have simulated damage control. So in example you have better chances to sink a battleship when you hit it with 6 torpedoes simultatously rather then hiting it with two then waiting then another two and so on. Because the crew can fight agains two holes more effective then agains 6 at once. The goal on capital warships will be to destabilize them. Its almost impossible to sink them by neglecting the bouyancy they have to strong bulks and good damage control. Their weakness are their heavy superstructures making them weak agains capsizing. So if youre smart and hit them with a fan of 6 torpedoes spread through entire broadside, the crew will be unable to save the ship from losing stability and it (maybe) will capsize. On the other hand, if you try a crippled battleship with single torpedoes one by one, the crew will fight agains single hits much more effective and you will need to make more holes. ive realised it by setting the flooding in the first minutes after impact higher then later on. So if there are many impacts at once the total flooding will be higher then from single hits. |
I must confess that I'm wondering if maybe you're overdoing it a little with regards to battleships. Look at the historical data, Barham and Shinano for example. Also remember how badly damaged the Yamato was by USS Skate.
[EDIT]: And I completely forgot, the Kongo, sunk by just 2 torpedoes. |
shinano was actualy a carrier.
barham was an exception. In new version it will be possible to kill a battleship with a single torp. But you must be extremely lucky. It worked for me once during testings. In most cases you will need at least 4 more likely 6 |
Shinano was a converted Yamato class hull and is therefor very relevant to the discussion.
Can you point to even a single case where a battleship in WWII survived being hit by 4 submarine (or destroyer) launched torpedoes? |
Quote:
This really sounds great! :up: |
All times are GMT -5. The time now is 10:52 AM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.