Well, near as I can tell it DOES work if the numbers are cranked up, in the current form it appears to have no effect or an effect that's so insignificant it's impossible to tell the difference.
We have to be realistic about being realistic.
That's important so I'll say it again;
We have to be realistic about being realistic.
SH4 gives zero credit for damaging ships, so if it doesn't sink you might as well have saved the fish for an easier target. SH4 has a player "world circle", I don't know exactly but I think it's a 20 or 30 mile radius around the player. The game keeps track of movements outside that circle, but a ship does not exist until it's inside the circle, and once it moves outside that circle it's "removed from the game board" and no longer exists. While it would be nice to have the realistic effect of a ship sinking from fire damage and flooding 12 hours after the hits, if the ship don't sink before moving outside the player circle then it's not gonna sink.
I've tried a whole bunch of mods including realistic sinking effect that reduces (or removes, I forget which) the whole "hit points" factor and instead uses flooding - which he reduced the speed of to make it take LONGER for a ship to sink due to flooding. "Realistic" in a game is a matter of practicality, you have to work within the limitations of the game world, and it just ain't practical to use real world damage spreading times or flooding times. Unless the target is DIW and you have the patience to leave the game running while you do laundry and go grocery shopping and wait for 48 hours it won't work anyway, if the ship can crawl at 5 knots he'll be 20-30 miles away in 4-6 hours, so gone forever without sinking.
The trick is to get a balance, fire damage and/or flooding which doesn't happen all at once, but over the space of an hour or two. Not "realistic" but as real as you can get within the time and space limits of the game.
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