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nah the solutions were fine i keep them as low on the target as possable while still avoiding using magnetic... i hate explosions with no results. But the solid hits that would NORMALLY sink a DD in swiftly or split it in half just did... nothing.
after the second reinstall things worked out, one torp in the bow and she looked like she was trying to be a submarine, DIVE DIVE! |
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Thanks for that great mod, Werner :up: |
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The warships will reamain very strong compared to merchants. They will also have a keel damage model but it wont be so devastating. You will not be able to kill something bigger then a destroyer with a single keel hit. Now let me explain the problems with fires... Fires are just "ghost-compartments" above real compartments. They are basicly doing nothing but playing a fire aniation when they suffer a hit. But they act like other compartments too, they can be set up to reduce buoyancy or in other words they can be flooded. The fire itself is just an animation. It never stopps once triggered. Making them doing just a little extra flooding doesnt make much sence. You wouldnt know when the ship sink by fire. Virtualy its just another compartment. You could also just increase the flooding parameters for the real compartments for same effect... Another problem is that there is no random factor on fires. It will always trigger when fire effect zone has been hit. So everytime you hit a certain ship at a certain location there will be fire. Actualy I have serious doubts if adding flooding to effect zones is a good idea. |
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If the ships deck is covered in flames it should be doomed. Chasing down an evading fireball is just wrong.
I take it you can't make the fires less likely. If you could the solution would be reduce the chance of fire right down, but make it deadly if triggered. |
you could allow the fire to set off explosives if the ship is carrying that kind of cargo. for warships it could prevent the crew from preventing flooding in that compartment. you can make a mechanic where the fire spreads and grows IF it has fuel for it to grow until the crew is forced to abandon ship.
but i think im talking about adding a whole new mechanic to the game here... |
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That's not to say I think progressive damage due to fire is critical in this game... but it wouldn't be out of place if a way was found to implement it. JD |
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TDC videos
Servus Werner,
I am looking for an active link to the TDC videos I read about. I did some digging, even at your homepage *sehr gut* but could not find any.... The comments were very good:rock: so would be dankbar if you could link me up... Vielen dank, Trebby Edit: Then some more diggin and I found them!!! Thanks for these exellent tutorials. I finally try 100 pct, after being long focussed on the modding part. The game is getting so good with all the mods I finally want to fully enjoy it! |
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since installing 1.4 I've also noticed deep-runners in almost all torps. I've made adjustments, but do not try keel hits anymore. :cry: I'am in mid to late '42 and started using contact hits 100% of the time. I get my share of duds, but missing a beautiful three shot spread due to deep-runners on a Yugumo DD (is it new to the game:-? ) is irritating to say the least. Testing I finally had to set torps to run as high as possible and finally got them to sink her with two hits.
Earlier I sank two Takao Heavies on patrol NW of Surabaya,one with two hits and the other with one hit to the stern. Torps were set to run shallow on, contact. I play at 80%. I like the view. They had pounded a poor Brit Freighter and sank her. Pay Back. Is that for real? I guess it could have really happened. At this time I'am testing in this order, RSRDC_P2-v200, NSM 3.3 Lite, and almost all the latest ROW Mods plus others. If anyone can see a problem with this set of mods and the effect on torp settings please advise. Happy New Year to everyone and to all modders, keep em' coming. In my humble opinion, It makes SH4 so much better. :up: USS SEACAT (SS399) One of many Boats, Ships, and Planes in Toyko Bay in Sept. '45, Show of Power Display.:yep: |
The reason why you feel like there are more deep runners is that the detonation range for magnetic pistols is realy small. Its only about 5 feet. Before the patch you were not trying to hit the keel so you couldnt see when the torpedoe was one or two feet below the set depth. But the chance for the deep runners remained they didnt changed it.
In NSM 4.0 however you will have much greater detonation range. You will set your torpedoes 10-15 feet below registered draft. A failure of one or two feet will not be noticable. Therefor the failure range must also be increased. |
HI to all and Happy New YEar, been watching this thread for a while now, just wondering if there is an updated ETA on the new version.
This is by no means a complaint or hurry up, simply curious to know a rough ETA. I have re installed my SH4 with the patch, ROW, RSRD and RFB, and the game is working fine. But I miss NSM, I understand the previous or last version of NSM is not compatable with one or more of the above so I have been playing without it. It's OK but I'm really getting the sh....ts with unloading about 150 amour piercing and high explosive rounds into basic merchent, only to have it run rings round my sub and speed off into the distance! And this despite 100's of direct hits above and below the waterline with my deck gun. OK a deck gun was not a one hit wonder, but neither was it a pop gun. I hope you can better simulate deck gun damage, it must accumulate with sucessive hits and fires must kill crew and damage infrastructure. And hits below the water line must eventiually cause a ship to sink, or at least flood, list and/or slow down. Thanks for all your great mods, you and the various other moders have made SH4 a great game. R |
I've had indestructible DDs (and the occasional merchant) even with NSM. They tend to be rare though. Last one I had took my entire torp load and, although the ship had no plating left below the water line on his starbaord side, he kept going as if nothing was wrong...DCing me the whole time...
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