SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
-   -   [REL] Critical hits for torpedos (https://www.subsim.com/radioroom/showthread.php?t=163930)

Darkreaver1980 03-08-10 04:50 PM

[REL] Critical hits for torpedos
 
Hi there,

i converted my critical hits for deck guns mod into the torpedo version. Both mods are combatible.

Unpack the folder into JSGME Mod folder and enable with JSGME

Basicaly it works like this. In Stock SH 5 a torpedo allways does 120-180 damage. You need to fire allmost everytime 2 torpedos to sink a merchant. And 3-4 for a big one

I changed the damage to 100-400 which means that you could do from lower damage up to 2,2 times the damage. The damage is also modified with the area you hit, hitting fuel tank gives it a multiplicator.

This means you never know how much damage your torpedo actualy does, just like in real life. A torpedo now has a chance to even blow up a large tanker but its very rare. Anything could happend, you could fire 4 torpedos into a freighter and it still sails away like in stock sh 5 or it blows up with the first torpedo, you never know.

The new torpedos will also trigger flooding + burning (real effects, not just visual) at a high chance if you score a good hit. It rarely happens with stock torpedos because the damage values are to low to trigger permament flooding/burning.

Please leave your feedback

Download it here:
http://dl.dropbox.com/u/8721542/Crit....1Torpedos.zip

Download here from Subsim:
http://www.subsim.com/radioroom/down...o=file&id=1798

Link to my critical hit for deckgun:

http://dl.dropbox.com/u/8721542/Criticalhitsv1.2.zip

Wolfmanjack 03-08-10 05:02 PM

Damn mate.. Good job :) Thanks

Decoman 03-08-10 05:19 PM

Do we know anything about what mechanics dictates how a ship is sunk, as it is hit with torpedoes?

I thought that the keel shots (torpedo exploding below keel) were more powerful than an impact into the side of the ship. And this makes me wonder if a keel shot is treated differently than any other torpedo hit. :06:

Darkreaver1980 03-08-10 05:24 PM

A keel shot has a higher damage modifier. So its best to try a keel shot.

One thing that i figured out is that the stock torpedo damage isnt working that great. You often hit an enemy ship, you see it burning with 3 holes and 2 hours later it still sails home.

With this mod i dont know why but fire actualy does damage and a ship will have flooding which i never noticed before.

Seems like it has something to do with the new damage values

Ragtag 03-08-10 05:38 PM

Sweet, the stock torpedoes was abit weak imho. Thanks :)

Capt.Warner 03-08-10 05:44 PM

Damn good show mate!:rock:

kapitan_zur_see 03-08-10 06:16 PM

a small mod, but a critical one, dare I say :up:

KOS 03-09-10 03:42 AM

nice!

finally I wouldn't have to fire my torps and then get on surface to finish the merchants when without escort, that was really annoying.

:yeah:

Sgtmonkeynads 03-09-10 03:59 AM

It seems to fix the ship sinking by flooding problem to. I hit one ship with one torp, took maybe less than one quarter of its damage bar down ( YES, I turned it on to see the effects of the mod ) and the ship began to list pretty good. It's flooding bar was going down faster than its Physical damage bar ! After about an 20 min. in game, the ship began to roll over onto its side, about 15 minutes latter it was going down. So now the ships that recieve damage can sink due to flooding.

I still think it happens to quickley though, where are the files to slow it down a bit? Is it possible ?

All in all, this is one mod that will always be in my "list".

Darkreaver1980 03-09-10 06:04 AM

Quote:

Originally Posted by Sgtmonkeynads (Post 1303810)
It seems to fix the ship sinking by flooding problem to. I hit one ship with one torp, took maybe less than one quarter of its damage bar down ( YES, I turned it on to see the effects of the mod ) and the ship began to list pretty good. It's flooding bar was going down faster than its Physical damage bar ! After about an 20 min. in game, the ship began to roll over onto its side, about 15 minutes latter it was going down. So now the ships that recieve damage can sink due to flooding.

I still think it happens to quickley though, where are the files to slow it down a bit? Is it possible ?

All in all, this is one mod that will always be in my "list".

I think i found out what´s going on.

The stock torpedos do 120-160 damage which seems to low. the particel effect starts to show up if the ship takes xy (its different for each ship) amount of damage but the real burn/flooding only apears if the actual damage is higher. My torps can do up to 400 damage...so if a ship has 1200 hp it still has 800 hp left but the damage will trigger big flooting + fire.

charognard 03-09-10 06:18 AM

great mod ! thx :)

Mondaiji 03-09-10 06:24 AM

Thank you. Exactly what i need.

Gusteno8 03-09-10 06:38 AM

Looks Great! Thanks!:yeah:

Sgtmonkeynads 03-09-10 06:49 AM

Quote:

Originally Posted by Darkreaver1980 (Post 1303938)
I think i found out what´s going on.

The stock torpedos do 120-160 damage which seems to low. the particel effect starts to show up if the ship takes xy (its different for each ship) amount of damage but the real burn/flooding only apears if the actual damage is higher. My torps can do up to 400 damage...so if a ship has 1200 hp it still has 800 hp left but the damage will trigger big flooting + fire.

I think it's great. Much better than the stock " Shoot me untill I completely Explode into a giant mushroom cloud"

coronas 03-09-10 02:14 PM

Good one! :yeah:
:salute:


All times are GMT -5. The time now is 09:53 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.