03-19-21, 10:15 AM
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#3
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Silent Hunter 
Join Date: Sep 2007
Location: Gone to Texas. No More Kleptocratic Government for me!
Posts: 4,284
Downloads: 465
Uploads: 29
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Quote:
Originally Posted by Bubblehead1980
TMO w custom mods.
Anyways, escorts were tough as usual in TMO(but even better than last time was depth charged on 6th patrol) but was slipping away as had done previous patrols, but fact is in game (silly devs never designed to go deeper than 450, what where they thinking? ) if go deeper than about 597 feet, have to run at high speed or will quickly sink too deep. Noticed this before. Lol in fact only time (5th patrol) ever been able to maintain the ordered depth without running absurd RPM is when had flooding at 650 feet. After water was pumped out and bulkhead repaired, was able to maintain control runnin gat 3 1/2 knots at 640 feet lol. I am not sure what the crush depth on balao is, but I was at 725 ft at one point, did not want to push it lol. They seemed to stay on me, in spite of depth, decoys etc. Caused some damage but was okay, ended up catching a charge right on top of the deck in front of the conning tower despite moving at high speed being at 711 feet. Hull damage went to 100 instantly. I am sure its been asked but could be one of those things just never been resolved but is there a way? Really takes away from the sim when cant truly run silent run deep lol. Trying to balance things TMO. Of course need escorts are a challenge but need ot be able to run silent run deep, have it where not impossible to survive later in war. Currently seems like unless have a Balao or Tench, impossible to survive and even then, as I just found out.
Other issue, noticed stern tubes are extremely vulnerable in depth charging, nearly always get destroyed or damaged, even a bug where dc screen says they are repaired. I'm not sure how to fix this, what files to look in.
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if you want to decrease your detection, you can modify enemy's capabilities in Sim.Cfg and/or modify your sub's RPM in Subname.SIM. Keep in mind, that modifying the former affects each and every enemy ship that you encounter and modifying the latter affects only your boat. Lowering the RPM does not affect any other aspect of your boat's performance other than the emanated sound at low speed.
as far as damage to your boat in concerned, Zones.Cfg probably has more to do with destruction than the Hit Points in Subname.UPC, although the Damage for each piece of equipment contained in Subname.UPC is also a large contributor. i believe that the hierarchy for applying damage to your boat starts with Zones and then applies the Damage Section of whatever Zone was negatively affected by the bullet/shell/torpedo/depth charge/mine/subnet. So, the more Zones your boat has, the more compartmentalized the damage. The Damage section of each piece of equipment typically has ten levels of damage in increasing severity. more than once i have tried to adjust those factors but it is tedious work and must be done for each piece of equipment on each boat for each mega-mod that you wish to play. if you are a player (vs a modder) you quickly tire of this tedious task and get back to playing. 
anyway, these things are what i have learned over the thousands of missions. use them, don't use them, it is up to you.
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there are only two things in the world: submarines and targets.
Fortis et stabilis et fidelis, semper
  
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Silent Hunter 4 1.5 Gold Edition on CDROM
LAA enabled
Dell XPS with 32 GB Ram running Win10
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