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Old 03-21-09, 01:00 PM   #7
peabody
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Join Date: Jan 2008
Location: New York State, USA
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Quote:
Originally Posted by keltos01 View Post
the problem right now is that although I modded the exact increase in explosive power they do sink ships too easily ingame.

that has to be corrected.

Peabody and I are working on it.
so I will now use the first one as base value and see what gives.

Keltos
Before you can use those numbers that were posted in the chart (which didn't copy over when I hit reply BTW. ??) is to find out how much explosive that German Torpedo had. Remember, you used the Mark 14 as a base value to compare with the Type 95 Japanese and you knew both amounts of explosive so you can't use the same percentage increase since the Mark 14 only had 100 as MinEF.

So you need to find out which torpedos had 120 as MinEF and how much explosive that torpedo had to get the % increase. When I looked at the numbers I tried using torpedos that were used about the same time period too, not compare one used in 1930's to 1942 and compare that to one used in 1945.

@Tater and Webster: I understand your ideas. I was discussing with Keltos that the problem we are going to run into is the way the game uses "hitpoints". I think there are way too many varialbes involved to say anything exact. But we did have amounts of explosive in the warhead to compare, taken from documentation we found. Problem came in when we both make simple mistakes. He started with the wrong base value and I was comparing to the Type 96 when I though I was comparing to the Type 95 (I was looking at he wrong zon file) so we ended up with two different sets of numbers, we have corrected that.
But the point I was bringing up about damage, is variables involved. Easier to explain with an example.
Comparing warhead from Mark 14 to Type 95 gave a little over 38% more explosive with the 95. Now you fire the torps at a ship and hit the same spot in the center of a compartment, Mark 14 makes a hole, compartment floods. Take the Japanese torp in same location, Type 95 makes a bigger hole, flood faster. Result in real life, one compartment flooded. Bigger hole but basically same damage. In game: more hitpoints given to the ship.

Example 2: Both torps hit close to a bulkhead. Mark 14 makes a hole, does some damage to the bulkhead but not enough to flood both compartments. type 95 makes a bigger hole, so it either extends the hole to the second compartment or damages the bulkhead enough to flood both compartments. Totally different outcome.

And of couse I am not taking into consideration any cargo or ammo bunkers etc.

So I think the idea of try it 'until it feels right' is a good idea, since there are too many variables for anything to be exact.
Peabody
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