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Close the door!
This question is about both stock and modded versions. Is there any point in closing the hatches between compartments when going into action?
I'm wondering if the devs wrote in anything about flooding if the hatches are open. Any modders added or changed existing damage model? That raises a second question, about action stations. What's the difference if you go into battle without the crew at alert? |
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And, I am pretty sure that UHS changes the .zon for the sub(changes in damage model). |
Would there be a way of scripting an order that would close all w/t doors on a crash dive?
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Differnt U Boot Kaptains has differnt philosophies about closing the hatches, keeping them open does severly limit the watertight integrity in some cases but it also limits Damage control parties speed of response, communication if systems are out, etc. a good question for thought.
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Ah
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Closing the hatches makes no diference to flooding in game. The flooding does not spill into other compartments if the hatches are open.
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so much for realism
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Actions On Enemy Contact U-657
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I always close all the doors, just to keep the noise down. :-?
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I close them for the same reason lol.
I hadn't noticed or even tried increased depth with them closed. It seems odd that they would take the hatches into account for one part of the simulation, then totally ignore it for another... it is like some parts are half finished... shocking I know :har: If it does help with the depth, some kind of script where they are auto-closed (assumed to be done by the crew) wen going to battle stations would be a good addition. |
Perhaps...
I don't know if it is possible, but perhaps the scripting community can give us a mod that both closes the hatches and adjusts one or more game parameters to reduce damage, increase depth, and similar things.
It's nice to have the eye candy and sound effects, but some folks like realistic game mechanics too. My hat is off to the folks with the scripting knowledge and time to do it. There's the challenge now, to see what can be done. |
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