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Old 03-25-06, 11:48 AM   #125
Kpt. Lehmann
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Quote:
Originally Posted by thyro
But how about they get sunk and not recorded in the capts log?

Beside 5 torps seem overwelming firepower for a small size hull, well enough for a smal marchant to go pin down in seconds. But instead of that, it simple blow up all its deck, remained flouting for a day or so, then finally went down the waters. No message "she's going down" either record on capts log that sink.

As I mentioned, reloading the savegame and the outcome is totally different, where for 2 times were enouhg to use 1 single torp to blow it up from the water and sink it in seconds... beside it was recorded in the capts log.

So I really find a bit odd that this damage mod trys to be more real when in fact seem a bit faulty.

Fair enough the lack of certainty but lack of record the sink in the capts log for me is a fault.

But please lets avoid to go extrems to a point that is almost required to use a nuke to pin down a small merchant.
Something to remember too, that when stating that issue "X" needs to be addressed... is that a little patience from you is required.

GW largely uses the NYGM ship damage model as stated in the readme. I am 95% happy with it and feel that by and large it is working properly.

Both teams are perfecting their mods and some things will change over time. I think I can speak for all of the large mod captains when I say that we have a sense of loyalty to people who choose to use the mods we were involved in bringing you... However, we also have other responsibilities... families, jobs, and other events that keep us from spending the time we would like to here.

Hang in there. I will answer all questions as best as I can. If I need to I will ask for help.

I am not so proud as to think that I can do it all by myself. Nor do I have the attitude that one particular mod will make everyone happy.
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