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Old 03-11-14, 10:01 AM   #94
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
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Quote:
Originally Posted by Sniper297 View Post
Obviously a bit much, but at least it's conclusive proof the mod does SOMETHING besides taking up disk space, but as you said originally it might need to be tweaked for SH4. Confirm, it definitely needs to be tweaked for SH4.

20 minutes after the last induced explosion she starts sinking by the bow.

That seems pretty reasonable to me, I wouldn't go much higher than 4X the original numbers in the mod, but the original numbers need to be at least doubled to even notice any difference at all in SH4. Otherwise nice mod, Bravo Zulu.
While the mod might need to be tweaked by 4 for SH4 I really think that the AP value of the damage inducer is the one you should be tweaking.

Seeing how non-military ships are sinking fine with the mod further justifies just increasing the AP value of the damage inducer.

Your (SH4) military ships must have some really high AP values defined in the zones.cfg file. With high AP values very little damage will be incurred in those zones (boxes).

Those induced explosions you speak of are caused by the mod. I put in what I call secondary explosions that happen on timers set in the mod. Adds to the realism of boilers or ammo mags exploding due to fire
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