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No holes with Beery shell mod?
Well, I decided to take another step forward to realism and installed Beerys shell mod. Combined with the slower reload time, its really impossible to sink a freighter by deckgun fire now, which is good but is also boring as hell (yes, you feel the constant impulse to TC)
No, Im not critizicing Beery for the mods, I know reality sucks sometimes :p. Either way I tweaked it by myself and set to half the stock damage for playability (and fun) sakes, which still takes a lot of slow rounds. One I donīt like at all is that I canīt see any single hole on the ships now after firing a good 50 rounds on them, both above and beneath the waterline. Are the holes and the shell ef related? |
Wonder how this relates to Mush's latest post here:
http://www.subsim.com/radioroom/show...=117031&page=2 Hmmm. |
Yep, it is confirmed: guns efficiency and damage "decals" are related.
I made a quick mission with a static freighter and bombarded it from bow to stern. With tweaked efficiency below 5, they donīt show up. From 5 and above they show up to a max of 5 decals (holes) at any given time. Paradoxically, in the search for realism if we tweak the deckgun to be more realistic, we wonīt see any holes on the ships :-? |
Beery, you around?
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sorry Ky did that mean you have confirmed the seperation of damage
(impulse) from visual effect (radius) as per the other days speculations. ????????????? M |
Quote:
On the second point, yes the hole graphic is tied to the shell's damage characteristics. In RFB the shell damage has been reduced so that the shells sink ships after a historically verifiable number of shells hit the ships. With stock SH4 the shells were incredibly overpowered. An unfortunate side effect is that holes no longer show up on ship hulls. In my opinion this is something I can live with as the alternative is going back to shell effectiveness characteristics that are simply unacceptable. If anyone can find a way to tweak the hole graphics data so they show up in RFB that would be great. |
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