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FOTRSU/Game Mechanic question - what determines ship sinking
I'm curious what determines whether a ship sinks or continues sailing once hit by a torpedo. I'm assuming there is some sort of hit point system where a torpedo or deck gun hit does x amount of damage, this amount perhaps randomised within a band.
What other factors are in play? Where the target is hit? Some random factor that simulates the cargo being carried? |
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Most of this is SH 4 in general and can be tweaked in each mod such as FOTRS, TMO etc. For reference can scan the Data/.zon file at bottom. Text file which controls and can help make sense of things. Anyways... 1. Ships have overall number of hit points the hull in its entirety can tolerate, which of course varies depending on type class etc. Typical merchant has overall hit points of around 400-450 points for the hull. Armor levels play a role, so if have heavy armor like a battleship, can absorb punishment better vs say a merchant. 2, Each ship has compartments which flood when damaged or destroyed as each compartment has max hit points, typically somewhere around 150 hp. When compartment is damaged it , depending on settings, will take on water and when destroyed it will completely flood within a set time. I believe flooding causes damage and stress to hull, eating away at overall hit points on a vessel. If have the fire damage mod enable, fire eats away at overall HP and HP of compartments where fire is located. Without mod, fire is only for visual and causes no damage. Initial explosion does, but not the burning fires without mods. There is a 'floatability" factor for compartments when it is flooded partially, completely etc. So for example if a torpedo hits the bow and destroys that compartment, floods it completely, its why you see the ship take a down angle by the bow and while not immediately destroyed as its overall max hit points were not reached, ship may linger with stern in air until sinks or may stay there and next to be finished off, varies by the vessel and how the compartments are structured. In TMO I increased sinking times so ships do not sink so fast. They be be destroyed as receive the ship sunk message but they take longer to do down . Grew sick of the near instant sinkings once max HP ws hit, as was unrealistic. However, some will sink quickly depending on where flooding is and type of ship. Sinking times now vary from 1 minute to 20 minutes or more, just depends, which is in line with what have read in patrol reports. If compartment is "critical", can also factor in . Engine rooms(and their fuel bunkers) for example would be a critical compartment. Torpedo hits and destroys damages the compartment, likely to get a explosion from the boilers/engines. There is a effect which multiplies the damage when critical compartment is hit or destroyed. Engines gone, target tis dead in water. 3.Type of cargo matters. most merchants have external and internal cargo settings. Cargo for internal can be : Cargo, Ammunition, Fuel. External can be several things from cargo containers, ammo crates, trucks, tanks, trap container, oil. Volatile cargo like fuel, oil, ammo each have a effect when ignited by torpedo or gunfire, which causes explosions and damage to the ship. So a merchant loaded with ammo internally and externally will blow up quite easy, maybe even from one torpedo hit, vs a merchant with non volatile cargo. Tankers only have internal cargo. If set to fuel, they blow up and sink fairly easily, sometimes can bring down a 10000 ton tanker with one good torpedo hit vs if not loaded with fuel, they are usually tougher targets due to how are built. 4. Type of torpedo/gun shell matters. So torpedoes have x amount of hit points and x amount of explosive damage radius for full hit points to apply based on distance to explosion . So a MK 14 (depends on mod not sure of FOTRS but will use TMO for example as believe are similar) can be worth 130-150 hit points for "torpex" torpedoes. Early war torpedoes at 120-145 HP to simulate less powerful explosive. So a MK 14 hits a compartment with a 150 max hp and takes a 150 HP it will destroy the compartment. Flooding and other factors described above play into things and can exacerbate the damage. Example being a loaded tanker with 450 hp overall. One torpedo worth 150 hp hits...sets off fuel cargo, damage it multiplied and can exceed HP for tanker and she sinks. Maybe she does not sink but is left deadly in water crippled, dead in water, requires a torpedo or deck gun to finish her off, to get in the last hit points. 5. Skill level of crew. Skill level of crew can influence things as they can repair damage. A compartment not totally destroyed, skilled crew may patch bulkheads and pump water over time. If engines were not destroyed, may see a damage ship get underway or stay underway at slow speed. Higher skill level more effective they are. In summation... There are numerous factors that play into how and when a ship sinks once hit by torpedo. All of these factors combine to get the results see play out in the sim. Where a torpedo hits, what cargo vessel is carrying internally and externally, as well as type of torpedo (or gun shell) hitting target, all factor in. |
... don't forget also, that torpedoes have a variability factor also, and that affects how "strong" or "weak" a torpedo explosion is, as to how many hit points it imparts when a collision is detected. Depth under keel, point of impact, etc., all play a part in the hit points, as well as the ship itself...
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True:Kaleun_Salute: |
and waste players time. hit ship with two torps and seemed to shake it off, speeding off at 10 knots. surfaced and engaged with 3inch gun. second hit, it sunk. it is a game, sinking it.
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