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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- |
I don't have any gripes about the DC system my biggest bugbear is that the actual damage model itself seems FUBAR for example i dived to periscope depth sunk a merchie dived and waited for the escorts to disapear on returning to periscope depth with no damage i haten to add i raised periscope to have a quick nose around my rising periscope was hit by one of the life boats from the merchant i had sunk apart from the over zealous sound effects which made me think i had rammed a battle ship at flank speed my crew went ape screaming that we had flooding then critical flooding and i then promptly found myself crash diving to crush depths at unstoppable speed. WTF...........:damn:
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I love silent running at 200 + feet... out of the blue comes in a destroyer, launches his DC with nice accuracy...
I get hit badly, flooding starts... and my dmage control crew stand around with their wrenches up the dairy aire wondering what to do.... Where we all proceed to drop like a rock to davy jones locker... with the final scene being the brass saying that it would be a good idea for me to resign.:88) I must have had good lungs to get from the depths of the pacific.. and THEN to swim all the way back to Pearl! I should be in the olympics!:rock: |
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Read your first post....it says you love silent running. Sure you were not silent running? This is why I asked.:hmm: |
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