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-   -   More realistic ship sinking criteria, plx... (https://www.subsim.com/radioroom/showthread.php?t=147512)

Lt.Fillipidis 01-28-09 05:24 PM

More realistic ship sinking criteria, plx...
 
Is there any mod that introduces it?
Cause its a bit lame to have two torpedo hits on the tip top of the ship's bow
and see it sunk withing a minute and two torpedoes, one on the bow, one on the stern near the engines and have to shell it to speed up the sinking...

A Very Super Market 01-28-09 06:55 PM

I think that it's only possible to change the damage model for all ships. So we either get absolutely silly breaking apart of ships, or slow sinkings. Obviously, a small merchant hit with a torpedo would break in two, but you don't want an ocean liner doing that.

Also, the reason that bow shots sink them faster is because the ship itself is moving forwards, driving even more water at higher pressure into it's hull. Hitting the engine stops the ship completely, meaning that the watter will flood slower.

Weiss Pinguin 01-28-09 10:23 PM

Quote:

Originally Posted by Lt.Fillipidis
Is there any mod that introduces it?
Cause its a bit lame to have two torpedo hits on the tip top of the ship's bow
and see it sunk withing a minute and two torpedoes, one on the bow, one on the stern near the engines and have to shell it to speed up the sinking...

Not really. Hits on the bow sink a ship quicker because the ship continues to move forward, and water comes in at a faster rate. The ship basically sinks itself.

Lt.Fillipidis 01-29-09 08:02 AM

Hmm... As i remember there was a mod that would enhance the damage on the uboat if a DC was blown near a random picked area.
Cant this be done with ships?
Like placing invisible explosive packs that would do slightly more damage when they get a hit near the engines or so.


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