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Old 01-21-09, 03:35 AM   #17
Hmuda
Electrician's Mate
 
Join Date: Dec 2008
Posts: 133
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Quote:
Originally Posted by tater
BTW, I have no idea if the shells actually travel underwater, it might be as simple as the max ramage radius.

The damage radii of the varius shells are fairly large. Meters in some cases. So 5m short, and you might still do damage, even without moving through water.
Actually it does travel under water. Even though I see the splash&flash, a new hole is still puctured as if I hit it normally.

Not to mention that if this was the case, you would see explosions even though you miss completely, but in actuality, you only see them if you hit the target.
Quote:
Originally Posted by ancient46
In the stock game sinking is done by exceeding the ship's hit points. Any damage done anywhere will contribute to the sinking. There are mods that ditch this and model the ship sinking on flooding instead.

If you are playing with RFB's new damage model for merchants you have to shoot at or below the waterline. Any shot too high to allow water to enter the hull will not contribute to the ship sinking. You can use all your ammo on a ship and not sink it unless you hit below the waterline to increase the flooding.
Yeah, I heard that. I have no idea what's the TMO damage model, but it's still seems pretty dependent on accurate shooting. I remember wasting a whole lot of ammo trying to find a tanker's hold. Then I gave up and started shelling the waterline, which resulted a relaively fast demise of the merchant.




Another deck-gun question: I always notice that pretty much one shell is enough to destoy the builer room (ono shot bellow the chimney and a huge explosion follows). But that usually isn't enough to kill their engines. After this where should I aim to completely disable the craft? Propellers doesn't seem to do the trick.
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