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-   -   [REL] Critical hits for deck gun (https://www.subsim.com/radioroom/showthread.php?t=163663)

Darkreaver1980 03-07-10 05:15 AM

[REL] Critical hits for deck gun
 
Tired about shooting 50 rounds of high explosive shells into a small merchant like its a soft gun? Falling asleep while you try to sink a large tanker with your 88mm gun?

This is now history!

Critical hits v1.1 enables critical hits on all enemy ships. Its pretty random, you could still shot 20 rounds into a merchant and allmost nothing happens but with some luck you will blow up the wohle ship with 1-2 hits making the wohle game alot more exciting.

Warning! This is not for you if you like 100% realism, because all enemys ship will likely blow up much faster than before. Larger ships are still harder to sink, it just makes using the deck gun much more rewarding. In stock SH 5, i allways use time compression + ai gunner to destroy merchant ships, because its just boring to watch and that isnt fun at all :)

The good thing is that you will see if you score a critical hit. No more 20 explosions while the hull is still at 90%. If you see a huge explosion than the ship will sink with high chances.

This applys to AP and HE shells. HE shells are around 40% more effective vs merchants than AP shells


Let me know how you like it, maybe i still need to change some values.

I made myself a savegame and sunk the merchant 8 times while i counted the number of shells needed to sink the small merchant:

4,12,8,7,11,3,7,6

The same with a large Tanker:

8,5,13,6,15,9,8,11

Install JSGME right in the SH 5 Folder than unpack this zip into the JSGME Mod Folder and enable it.

Have fun

Version 1.2: Lowered all Damage by 25%. A shot can now do up to 3 times the stock damage

Get it here:
http://dl.dropbox.com/u/8721542/Criticalhitsv1.2.zip
Link to my critical hits for torpedos mod:
http://www.subsim.com/radioroom/showthread.php?t=163930

Michal788 03-07-10 08:18 AM

You make silent hunter 5 a real arcade game isnt? :stare:

Darkreaver1980 03-07-10 09:07 AM

Quote:

Originally Posted by Michal788 (Post 1299511)
You make silent hunter 5 a real arcade game isnt? :stare:

Dont think so, i find it way more realistic and playable with this mod than the stock SH 5. Its not fun to shot 40 rounds into a merchant ship and it just sails away.

Some people like it this way and some the other way :)

jlederer 03-07-10 10:27 AM

Thanks!
 
Compensates for ships totally on fire but apparently taking no damage.

Darkreaver1980 03-07-10 11:32 AM

Quote:

Originally Posted by jlederer (Post 1299723)
Compensates for ships totally on fire but apparently taking no damage.

yes thats true. I dont know why, but with this mod if a ship burns because of gunfire than it actualy burns down instead of just sailing away

McHibbins 03-07-10 12:53 PM

I´ll try it, ´cause i´m sick of a 13knots sailing torch

Hell_Diver 03-07-10 04:21 PM

okay i love this mod but it is sadly not usable for me.. what i have found out so far.. i sank a battleship with 8 shots of AP below the water line..... a battleship!

i sink most merchants below the water line in 7-4 shots..

i sink destroyers with about 1-3 shots of ap below the water line..

in your testing i think you need to consider the damage from shots above and below the waterline, because below the waterline hits are now like nukes exploding.. lol

Darkreaver1980 03-07-10 04:31 PM

Quote:

Originally Posted by Hell_Diver (Post 1300366)
okay i love this mod but it is sadly not usable for me.. what i have found out so far.. i sank a battleship with 8 shots of AP below the water line..... a battleship!

i sink most merchants below the water line in 7-4 shots..

i sink destroyers with about 1-3 shots of ap below the water line..

in your testing i think you need to consider the damage from shots above and below the waterline, because below the waterline hits are now like nukes exploding.. lol

thanks for the feedback. I also figured out that AP Damage is now all over the top. HE is fine so far. I will upload 1.1 with half AP damage values and less armor penetration and lower the HE damage just a bit. Look in the 1. post for a updated version.

i want to make the mod fun and at the same time it shouldnt feel like a arcade shooter :)

With this version i usualy need around 8-12 HE shells to destroy a small merchant ship and 5-12 hits with AP vs a destroyer, if you realy want to try it :D

Edit: New version is out

Sailor Steve 03-07-10 05:01 PM

The 'AP' shells used by smaller warships weren't truly Armor Piercing, but what the British called 'Common', or 'Semi-Armor Piercing'. They were designed to penetrate about half what a normal AP shell of the same size would do. The smallest true AP shells anybody made were for 6" (150mm) guns, and even those were rare in World War Two.

And more: an AP shell has more of its weight taken up by the armor-piercing cap, so it has a lot less powder than an SAP or HE shell. It should go through more armor but make a smaller bang. And of course a 3.46" (8.8cm) shell is not going to penetrate the armor on a light cruiser, much less a battleship.

I hope that helps some.:sunny:

Wolfmanjack 03-07-10 05:43 PM

Oh hell yes thank you :)

Yes i am not a 100% realism fanatic like some. But it has always bothered me that torpedo damage and cannon damage were only shadows of themselves.

In reality 1 torpedo could sink any ship or even 1-2 shots from the cannon on deck could have also. In reality most ships in WW1 WW2 were all sunk by only 1-2 torpedo hits.

What i am saying is.. There was always a chance that a shot could get lucky (even a cannon shot) and blow a ship in 1 shot. Ie hitting stored munitions,fuel etc.

Thanks for this

Darkreaver1980 03-08-10 09:48 AM

Version 1.1 is now much better. You cant sink a DD anymore with 3-4 shots + AP but its still possible to win a 1 vs 1 surface fight vs a DD, if he doesnt get that lucky :D

i think the HE damage vs merchants is fine now. They still can take some shots but you wont waste 20 + shells without doing anything

Sailor Steve 03-08-10 11:13 AM

I like the idea of mods that make things more fun, even though I am a reality freak. But I do have to take exception with the idea that it being easier is reality.

Quote:

Originally Posted by Wolfmanjack (Post 1300561)
In reality 1 torpedo could sink any ship or even 1-2 shots from the cannon on deck could have also. In reality most ships in WW1 WW2 were all sunk by only 1-2 torpedo hits.

Not even remotely true. Smaller ships could go down with one or two torpedoes, but the records are full of acount's of the "coup de gras", because the ship refused to sink.

Here is a tanker that took two torpedoes and eighty-seven rounds from the deck gun.
http://www.uboat.net/allies/merchants/ships/1964.html

Look through these lists. You will find that two or even three torpedoes was the norm, and nowhere will you find a ship blowing up from a lucky hit from a u-boat's deck gun.
http://www.uboat.net/allies/merchants/listing.php

Ziggy 03-08-10 03:39 PM

I like it. Still takes a lot of shots to take down a ship but you don't run out of ammo on just 2 ships.

Darkreaver1980 03-08-10 03:43 PM

Quote:

Originally Posted by Ziggy (Post 1302574)
I like it. Still takes a lot of shots to take down a ship but you don't run out of ammo on just 2 ships.


Thanks, i dont want to have a shot em up game but i neither want to waste 30+ shells per ship. I think i found a good middle way.

looney 03-10-10 08:54 AM

Quote:

Originally Posted by Sailor Steve (Post 1302044)
I like the idea of mods that make things more fun, even though I am a reality freak. But I do have to take exception with the idea that it being easier is reality.


Not even remotely true. Smaller ships could go down with one or two torpedoes, but the records are full of acount's of the "coup de gras", because the ship refused to sink.

Here is a tanker that took two torpedoes and eighty-seven rounds from the deck gun.
http://www.uboat.net/allies/merchants/ships/1964.html

Look through these lists. You will find that two or even three torpedoes was the norm, and nowhere will you find a ship blowing up from a lucky hit from a u-boat's deck gun.
http://www.uboat.net/allies/merchants/listing.php


Wasn't it so that 1 torp hit would normally be enought to get a ship out of the convoy and thus easy pickings for the sub? And later in war it was normal to fire at least 2 torps per ship. And end war to fire a complete spread at the target?


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