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Old 01-02-13, 08:14 AM   #5
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
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Quote:
Originally Posted by dcb View Post
Fact9=Use HE shells to neutralize the merchants radio room to prevent them from alerting nearby defenses.

To my knowledge, all shells modeled in SH5 are HE...
Why do you think so? From in game and by looking to it in Goblin, it can be clearly seen that the 88mm deckgun is equipped with both HE and AP shells. Basically both of them work the same way, but they have different settings as far as armor penetration, max damage and damage radius are concerned:

Code:
		HE Rounds	AP rounds
MinEF		10		8
MaxEF		25		16
AP		20		22
MinRadius	1		0.5
MaxRadius	3		2
AP shells have an higher armor penetration capacity (22 against 20), but they do lesser damage, and in a smaller radius. These settings can be adjusted at wish

Quote:
Originally Posted by dcb View Post
...And does hitting the radio room really impact - in the game engine - the ship's ability to send an SOS?
Quote:
Originally Posted by Rongel View Post
Don't know about the others. I doubt that you could destroy the radioroom before the can call out reinforcements!
IIRC, the ability of any unit to call in for reinforcements is controlled by the cmdr_AI* controller found in its sim file. In addition, in zones.cfg there is a zone called 'Radio', wich is set to destructible (hit points=8, armor leve=-1, i.e. the same as the parent object). I ignore if/how the two are connected, and I ignore too whether there's or not a random delay from when we are spotted to when the attacked ship manages to comm for reinforcements.
Being able to destroy enemy radio devices would be quite pointless if SOS signals were sent (and successfully received) in the exact moment that we are detected

Last edited by gap; 01-02-13 at 08:40 AM.
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