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Old 04-05-07, 12:54 AM   #8
Ducimus
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Well.

I think so.

Heres the deal. It goes back to crash speed. Default is 2. This slows down the rate at which a sub is crushed. It makes for some great gameplay mechanics because you can slow that crush rate WAAAAAYY down. from 2, to 0.1. Give the player a shallower crush depth and what you have is a semi realistic way a hull could take deep dive stresses. IE, a boat could dive REALLY DEEP once or twice, but after that it's hull was too fatigued. You coould stay below crush depth (and below a sonar cone) for 30 mins or so before forced to shallower depths.


it doesnt seem to work that way in SH4, and ill illustrate how i know.


Mod the MK 14 torpedo to have a 100% chance to loop. Then go to the torpedo practice scenario in the sub school. Allow yourself to get hit. If you surface right away, or get hit on the surface, you can probably keep the boat afloat. Now back it up into shallow water.. say.. 40-50 feet and let the boat dive.
You'll notice a few things:

a.) even though the hit compartment has been pumped dry it still takes on water. (presumably becaus theres a hull in the pressurehull) Fair enough.

But the problem comes with

B.) What you also notice is a domino effect. Even totally unrelated/undamged compartment's will basically fold in and start taking damage and flood. In deep water its understandable, but youll see this behavior even when theres barely enough water to cover the top of the conning tower.
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