Thread: [REL] FOTRS Ultimate Project
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Old 07-30-16, 05:35 AM   #959
XTBilly
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Join Date: May 2009
Location: Athens, Greece
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Quote:
Originally Posted by Bleiente View Post
I am unfortunately not yet come for various reasons to work on my "Realism modes".
I currently need possible historically accurate details, were much Muntion for the deck gun and the flak per boat type available.

I also think that the torpedo according to type both in explosive power and failure behavior in FORTS must be heavily revised.

The same is true for the deck gun and the anti-aircraft weapons.

Historical information would be very welcome.

greetings
Hi Bleiente.

I'm working on a damage model for ships. This model is very different from the stock. Hit points don't matter anymore. To sink a ship, you must create flooding and make it list. If it lists enough, water starts pouring in, damaging other compartments and sending the ship to its water grave.

Torpedoes do not damage compartments far from the explosion, so, even if you double or triple their damage, will have no effect due to the new mechanics. You'll still need the same number to sink a ship.

I did not touch torpedo/shell damage and I don't intend to. If you do, our mods will be incompatible. But that is not a problem. More mods, more choices, right? Feel free to make your mod, mine needs much work to be completed.

To all the team:

Since my wife was fired from her job, I've been helping a friend to customize motorcycles in order to help the family's income, so my modding time was severely limited. The Ship Acceleration Model will be released the following days, sorry guys, hadn't time to finish it as I said. But it's almost ready.

Cheers,
Billy.
__________________
1912 December 9 – Greek submarine Delfin became the first submarine to launch a torpedo at an enemy ship, though the ship did not sink due to a weapons malfunction.
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