TheTranceMan |
09-06-13 01:06 AM |
the damage realism in SH5 is a joke compared to SH3. that having been said, it still matters where your torp hits. hitting the engine room 1m under the keel with the magnetic pistol will stop the boat dead with about a 20% chance of sinking it if you wait around long enough.
still, the meager damage caused by anything other than a "perfect" shot is ridiculous. which is why i went through the painstaking process of figuring out exactly which torps were which in the .sim and .zon files so i could get less annoying results. if you care to get specific about how much damage a given torp should inflict, i will tweak the files for you. send me a pm and get specific about speed, range, damage amount, and damage radius for specific torps.
also, make sure you fix the torpedo officer's special ability speed issue. go into ubi/sh5/data/upcdatage/upccrewdata/ and open "specialabilities.upc" with notepad. search for "SpecialAbility 15" and look for the heading for "abilityvalue". these values between the commas are set in pairs defined by the previous entry "abilitytype", so change the first, third, fifth, seventh, and ninth values to zero (use the numeric "0"). save the file. now no more missed torpedos due to the TDC using the incorrect speed. yes, seriously, the problem is THAT easy to fix.
on a side note, if you change the second, fourth, sixth, eighth, and tenth values, you can increase the torpedo damage. if your torp officer's abilities are maxed out, you only need to change the tenth. it is a percent value, so changing it to 100 will double the base torp damage. 200 will triple it and so on. i haven't tried this method of altering torp damage so i can't vouch for it, but it *should* work. i offer the tweaking because you can change effects of individual torps rather than all types, including the speeds which the TDC will cumpute correctly
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