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Damage Control
Oh boy....Did it take a lot of working out!!! Eventually with a crew loaded into Damage Control Team; selecting priorities from the damage panels; activating the team from icon;all was repaired.....however I found it quite amusing that the after ends were not pumped out until repair to bulkhead was done.....this may sound logical to you...but in practice the pumps, buckets and wardroom half pint cut glass beer mugs were the first things to start bailing out with at one time in my life! The other observed thing was the ENORMOUS amount of time it took.......Dusty
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Yes people. The days of the SH3 instant 2 minute repair times are long gone (thankfully). Now repairs take much, much longer. This is more realistic and fun in my opinion. If anyone doesn't want longer, more realistic repair times, all you have to do is uncheck it in the gameplay options. Please don't encourage the dev team to nerf the longer repair times in the next patch by starting threads like this. Please don't do that. :roll:
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Aye aye! No NERFS, just fixes for the broken stuff....
The only thing that terrifies me about the popularity of SH4 right now, is that the more Simulator/Hardcore SubSiimmers are now heavily out numbered by the more casual crowd.... NERF stuff if you have to to open it to more casual players, but give me the option to unNERF it, cause Im looking for Pucker Factor 9.5. P's & Q's Ubi! :D |
This is the best thread I have read in teh long time. I'm not worried about "nurfs" if they do we can mod it back for the hardcore minority.
BUT, the REAL problem with damage control is it's unituitive. This thread has systematicly created a logical explination, even accepting some bugs in the process. But its so increadably unintuative and lacking in feedback. Realisum is one thing, putting it into the context of a game is something else. I would LOVE for SH3 damage interface with the realistic repair times. Even if the % was completely unrealistic, I prefered not to discover my boat was 10% before I tried to go to perescope depth. Trial and error to that saverity isn't fun... especially with a fragel load/save system. At the very least just document it so we better understand that repairning a sub while submerged is like putting a cast on a broken arm from inside the body... |
Here's my scenario, Presser Hull breached, forward torpedo room flooding! I'm sinking like a rock...200ft...250ft...300ft.
I'm in a 60% nose down dive strait for the bottom! Emergency revers!...Blow ballast! My descent begin to slow, I man all repair teams with the best from all categories, and my most experience bridge officers. 350ft......400ft.........425...........400ft :up: I've stopped the dive and even gained on it a little...I've bout some time. My repair crews are working over time to save their arses. I could blow a second or even third time to reach the surface but ANY FORWARD speed will send me plummeting to the bottom all over again! Three hrs later with all enemy long gone I surface my boat :up: ars first! :yep: it may be a bug, but what I've seen so far is any sinking in deep water sends you nose first at about 60deg. Full revers and blow ballast can buy some time, and even save your boat :) |
Damage Contol
Having been in a real life situation of flooding when dived it was actually good to see that the INSTANT RECOVERY in SH3 was done away with in SH4. However the point still stands "Pumps were in action FIRST as was a lot of internal trimming of the boat using O tanks and blowing main vents a touch" (Oh and buckets were used to say nothing of anything that would soak up sea water after the event!) As a game however my point was to express the longer (and quite rightly so) time it took in SH4 as apposed to the game in SH3/GWX1.02........So there!!!! Do not please modify these events.
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(For those that don't know, there seems to be a bug where if your deck is damaged, any crew on it or placed there will start to lose health until they die. And in my experience, the deck can never fully be repaired. Sometimes it goes 'grey' but then out of nowhere it becomes damaged again and eats your crew.) |
and why do some of my crew members stay at the same health level after ending my patrol?
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Can anybody make a step by step guide to this?
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I had my first damage in game, I had my radio reciever damaged and my main pump damaged. The were both fixed in about 1 hour.
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DC
Besides the crew injury bug I think the DC works ok, but it's in dire need of a
structural indicator on the DC panel, I too have experienced the "got damaged repaired damage dove to peri depth and died thing" and I think its because the hull is no longer at 100 percent, if there were some sort of visual indicator to tell you its not safe to dive it would be great. |
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A couple? I had at least 15 dead guys on my last patrol. (When I left Pearl) :rotfl:Every once in a while my sub stopped, so I had to wake up the living, to throw the dead out of the command room.
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JCC |
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The problem is the time to flood is much smaller than time to repair... it is easy to solve. i was looking this with a friend who has the same problem, when we take damage wich cause flooding, sub sinks as a rock, with no posibility to do anything to repair it. What i done... 1] At first i made the same changes in depth chrages made for SH3, a lethal radius of 40 seems to be unrealistic... This not solve the problem but reduce the probability to take lethal damage. 2] To check as near the depth charges explodes, i had increased the underwater visibility, i increase it up to 50m, so i have good visibility at the initial external camera position, so i can check as far from the hull they explode and as much damage they produced... 3] Then i increased the Hit Points and Armor for all rooms. But this not solve the problem, you have a reduce probability of to take lethal damage, but when you take flood.... you sinks as a rock. Note SH3 has very higher values than SH4, and this tweaked file. 4] Looking the damage and crew control screen/atation into the sim, if you put the mouse over the name of the room, a pop up shows you Time to repair, and Time to Flood. Time to flood was always small, it was near 2 minutes, and time to repair was always high, when a lethal damage was taked, the time to repair was 40 minuts, 50 minutes, even 59 minutes.... If the time to flood is 2 minutes, and the time to repair is 59 minutas, you always will die... So i take the files and decide to increase the time to flood. It was 120... 120 waht, minutes, seconds, hours ? Well it looks to be 120 seconds... according with the 2 minutes showed in the pop up little screen. Then i decide to rise up them to a same value as the long repair times... i increase the flooding time up to one hour, 3600 seconds. Then the repair times and the flooding time are in concordance. I thnik so, the 120 value is itended so, when you have a hul perforation, you are done, and you can do nothing... 5] The test... I saw to my friend, now it is posible your sub become undestructible, because the time to flood will be well covered by the time to repair. We played some missions, now with the tweaked depth charges, they produce lethal damage when they explodes near the sub, not as before, when they was able to kill the sub exploding at 30 meters. Default depth charges have a lthal radius random between 4.5m and 40m, 40 is terrible unrealistic, in SH2 and SH3 we discovered historical information about the mos extensive used depth charge, the 420lb has a lethal radius on a hull of 3/4 inch and 1 inch of about 4m..... for TNT, and this value rise up up to 7m into AMTOLor MINOL at later war times. This was the lethal radius for the 90 % of the depth charges used by the allies in the atlantic along all the war. If I am not wrong, Japanese depth charges was not so powerful like the used by allies, but disregard it, just take same values. 6] Continue the test.... Now the posibility to take a lethal damage was reduced... Using the increased underwater visibility, we can note the new depth charges value can produce severe damage exploding in example at 6 meters over the deck... This means the hul can be damaged and perforated when the depth charge explodes at about 8 meters over a hull of a Balao class. It is too much power for the depth Charge... i think so. But the game randomises the lethal radius and power between 2 values, a lower and a higher value. Not always you will have the higher lethal radius with the higher explosion power. First examination, passed... it seems to be too powerful yet, but may be a furter power reduction can make the game so easy. 7] Then we take attemption to the flooding... Looking into the smage control... Now repair times and flood times are more equilibrated... they are similar... so if you put a good repair team into the flooded room, you can control it. If you have there, wonded, or dead people... you can not control de flood, and ship sinks. You need to continuously give attempotion to the repair team, and the crew into the flooded room, so the repair time not rise up over the flood time. If the attack continues.... you can have wonded or dead people, into the repair team, or into the room with flood, the the eficience droops down and the flood wins... You must to replace continueously the tired, wonded or dead creww to maintain the room eficience... you must to asign a team to repair, and you must to hit, all crew to battlestations... If you do it, you can control many floods... In one mission my friend plays, we was able to control 5 floods.... You think the sub is invincible... ? Not... Sub start to have lot of malfunctions... after the flood number 4, it have lot of problems to manatin a selected depth. After the flood number 5, it sinks....., we asign a shalower depth, the sub start to rise up its pitch..... Finally it finished with a 60 degrees of pitch up, and sinks very slowly, we put fank speed to mintain depth..... The sub stay in 60 degrees pitch up for about one hour or soome like that, most of the time with flank speed..... finally we run out of battery.... the sub was at 189 meters depth.... When batteries gone, was imposible to stops the slow rate of sink, it take many minutes more to rech the crush depth... Avery slow way to be killed.... almost two of my friends become so happy with this new way to sink. Of course these settings need more test.... If some you want to test these tweaks files... Here you have.... Reduced Depth Charges Lethal Radius: http://files.filefront.com/Depth_Cha.../fileinfo.html http://rapidshare.com/files/23169672...H_IV_.zip.html Increased Underwater Visibility : http://files.filefront.com/Improved_.../fileinfo.html http://rapidshare.com/files/23236501...age_1.zip.html Tweaked Sub Hit Points, Armor and Flooding Times : http://files.filefront.com/Tweaked_Z.../fileinfo.html http://rapidshare.com/files/23884493...age_2.zip.html If you dont like as it works, yu can tweak it your self, just ask me, send me a private message or ask here.... it is the same as in SH3. Use the Time Traveller MiniTweaker for Depth Charges... Hexeditor for Underwater visibility. And Notepad for Hit Points, Armor and Flooding times...... Sorry my bad english please.... :up: |
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i wish there was a crew specialty for repair like SH3
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@WilhelmSchulz.
If your expecting damge to be repaired quckly it wont be, as already cited, repair times are much longer now. @Redwine I thought about increasing the flood times on the sub model but didnt quite see the need until i read your post here. I have a question though, wasn't there a way to decrease the amount of time it takes to pump out flooding while leaving long repair times intact? |
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