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I think so the team intoduce a more "long way" to die than in SH3. The main problem is, the lethal damages occurs near to always you was hited. The problem is you receive a lethal damage by depth charges exploding so far, unrealistically far, and the damage is near to always lethal. I think so it reduces a little bit the game interest, the lethal radius of the depth charges is too big, and damages near to always finish into an uncontrolable flooding. Then i mede the cnages i described into the page 3 of this topic... if you want to fix this behaviour, just use the files i put there in the page 3 of this topic. You will have lot of damage, but not all floodings will be lethal, most of floodings become controlable now. :up: |
I was showing a friend SH4 last night, and tried the quick mission to get Yamato in port. I ran in on the surface at flank, shooting up stuff, lol. A DD started shooting at me, I fought him with the deck gun. I sank a fleet DD, and I got hit at least as many times as he hit me. The DC screen was covered with red. If anything I think the player sub is too hard to kill considerig the amount of abuse on the surface I can take, that or the DDs are way way too fragile. Likely it's a combination of both. I actually repaired everything after fighting my way in on the surface and sinking 2 DDs. The 2d I put a fish in as it tried to run me down from dead astern. It slowed to a stop a couple hundred yards from ramming me, lol.
Regarding DC damage, how is it with fully realistic IJN DCs in place? With the real sink rate (very very slow) and weak charge? I bet with the DCs fixed to realistic values much of that damage just wouldn't happen since they'd almost need to contatct the hull to make the kind of damage seen normally in vanilla SH4. tater |
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May be you was hited by a low power shell ? I was reached one time by a single shell and when dive, my sub was losed... |
Tank like behavior in Surface engagements are a balance hangover from the SH3 engine. Try simply surfacing near 2 or 3 DD's and clicking your stopwatch in both SH3 and SH4 and you will see what I mean. The amount of abuse they take, while still maintaining a claim to be called a sub, is incredible. IRL, a hit or two and they would just be another leaky boat at best.
In SH3 I dealt with it by simply playing submerged, it remains to be seen how things shake out in SH4. |
so my radar kept getting broke more and more causing a ton of people to get dead. well i didnt have my dmaage control team online anymore because it was my makeshift sick bay. so now my radar got destroyed. I DONT HAVE A RADAR SYSTEM ON MY BOAT
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a DD rammed me and blew up, he did almost nothing to me
WTF?!?!?!?!?!? |
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In the Yamato mission (the quick mission one), I was hammered by multiple DDs. Literalyl every single item was red, the only variability was how red. There is just no way I should have sank him before he sank me on the surface. I could see if he wasn't hitting me, but he was.
You are probably right regarding the IJN DCs though since we know they are something like 2X more powerful than they were in RL. |
I've added many damage and repair related bugs into BZ:
http://sh4bugs.com/buglist.cgi?quicksearch=repair If one of the scripts/mods here fixes any of these, please note that on the bugs and also set the status to something other than NEW |
I have some observations based on testing the persistant AA Gun damage behavoir.
Over the course of several hours I purposely encountered attacks from zeros. Invariably I took on minor damage and the flack gun was hit every time (planes attacked with machine guns only as near as I could tell.) I shot a buch of them down before the AA gun went out. What is necessary to repair ANY gun: 1) Must be on surface. 2) Repair time in the gun rollover text must elapse WITH GUN CREW ASSIGNED AND ACTIVATED. The active gun crew repairs the gun. 3) In the case of the AA gun, it can be kept in operation only about 15 minutes after which it automatically gets damaged again. This is regardless of sea conditions, sub motion, repair crew online, or enemy activity. I suspect this is simply a timer that gets activated in the game to limit the period a compromised gun can function. 4) If a crew member is assigned to the gun (even submerged and the crew is inactive) when the gun goes out, the crew member will get 5% deducted from his health. No crew hit if no assigned crew. Perhaps it hurts the crew when it malfunctions. 5) The AA gun can be re-repaired (as long as points 1-3 above are valid) an endless number of times in 15 minute increments. 6) The total time the assigned crew member is immune from damage by the AA gun malfunction is the repair time plus the operational time(repair+15 min.) On General damage: As long as you have damage animation in the 3D internal compartments (sparying water and steam) your diving ability is restricted (not sure by how much.) The persistant animation in the 3D areas is an indication you have persistant, unrepaired damage and the integrity of your boat is compromised. In some cases I have been able to dive down to 70ft for reasonable periods. -Pv- |
Hmm. I thought we got ridden the instant-repair feature in sh4. Jap gunboat scored a lucky hit in my Tambor-class boat, right behind the tower. Sonar, bulkhead and quite a lot of equipment were damaged and about dozen crew wounded ( only 1 or 2 points tho).
I cathered the damage control team and ZAP, like less then 10 seconds and everything was fixed, including bulkhead and the pressure hull. That was a somewhat lame act. Reading posts here and there give me an impression that repairs should take a long time? |
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That was somewhat lame act. Reading posts here and there give an impression that repairs should take a long time?..." Do you have Realistic Repair Time unchecked? -Pv- |
-Pv-, realistic repair time is checked. I wonder what's the not-so-realistic repair times are? From matrix?
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From my observations (realistic repair times checked), damage to the sub seems to be simultaneously too easy to repair and impossible to repair, lol. Too easy as in the example above of mine. I was getting stuff fixed in 1:1 time during a single running engagement with multiple DDs. After I sank a couple, I was fixed up in no time. OTOH, even though totally repaired, any dive at all would force me to blow tanks before I plowed into the bottom in free-fall.
I'm fine with some damage permanently compromising and forcing a careful RTB on the surface, I'd just like to know about it--like having someone in the crew make a report to me: "skipper, the pressure hull damage has been patched, but it won't hold up to a dive at this point, we'll need a drydock for that." tater |
I agree a message about unrepairable damage would be helpful.
-Pv- |
I had the exact same issue with my forward tubes. Of course I thought "maybe I just can't fix them because the damage is external", so I pulled into port and refit. They got repaired during the refit but minutes later I received a message "forward tubes damaged sir". Ok fine I was still in range of port so I refit again. This time I made it about 500 nm before they took damage again. Very sad that even simple things like this didn't get fixed before release. I think it just goes to show that large developers push games out so they can start earning cash. But of course we already knew that.
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I looked at a save file for a S18 that would do tail down at periscope - but was showing no damage.
The savefile shows Damage at 0.54... (to the sub itself - confirmed no compartment or equipment damage). So basically I have a green board but a hull that is at 46%. It is kinda silly that it exhibits itself as a flooded stern with no leaks. A weak hull should operate perfectly normal, until you take it too deep. |
I'm conceding the damage/repair by crew/refit is inconsistantly and confusingly applied.
-Pv- |
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