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Old 05-08-07, 07:29 AM   #93
Redwine
Sea Lord
 
Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
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Quote:
Originally Posted by CaptainHaplo
Even with duds off, the angle does have an impact on the damage - and I am beginning to thing that the game measures "angle" based on AOB. If so - this would explain why some down the throat shots that explode on contact still do little or no damage.
Hi Captain !

Into the files the angles is referint to "chances" from 1 to 100, i assume it is the chance to explode, not sure if it is a power reduction.... :hmm:



Quote:
Originally Posted by CaptainHaplo
I agree - increasing the damage radius does wonders - not only on the visual - but I have found its effective as well. The key is that you have to also increase the damage as well - because the game models decreasing damage as the "explosion" expands - so while you may have damage 10 meters out - its only a fraction of the damage inflicted at the impact point.
Dsicussed many times on SH III, i was thinking like you the max and min raduis are corresponding to min and max explosion power, but other mods think diferent, there is another affirmation, from other modders wich say the explosion as an unique raius and an unique power with is random between max an d min values...

Not sure, but testing depth charges using external camera, depth charge exploding a little far produce a samller damge.

Then it is posible a degradation of explosion power between min and max radius.


Quote:
Originally Posted by CaptainHaplo
If you increase only the radius - you end up with graphical damage that is visual only, instead of actually being "true" damage.
If the degradation of explosion power between min and max radius is true, i think so it is, then it is true too.

Any way, to enlarge radius has another problem or benefit... you reach more neightboard compartements, and this make the ships sink more easy.

I follow a diferent way... with the objective to not make the ships to sink too easy...

I increased the torpedo power... so well, but... i reduce the radius.

This make samller holes, more realistics, and do not spread the damage to vecinity compartements, but i make some of them critical.... engines rooms with boilers, and fuel stores.... plus cargo if it is ammo or fuel.

If you hit there, the explosion of the compartement spread the damage to adyacent compartements, not the torp.

If you hit a non critical compartement... ship do not explodes, start to flood, and you nedd to flood more compartements for the flood sinks the ship.

Or simply apply more torps to reach the ship max hitpoints.

Initially they become a littile bit hard to sink, ut balancing a little bit each setting, topedo power, radius, floodint times, ships hitpoints... i finally arrive to a poit where, for my taste i am satisfied,

Shps as many strange ways to sinks, some ones are so easy to sink with spectacular FX effects, another are hard to sinks and no FX effects, some remain floating for hours, some sinks more quickly..

Cargo ships in average are more easy to sink, and battleships and heavy cruiser even DDs, are a lot more hard to sink.

I still tweaking but like my settings now...

If you want to try... here you have, i will apreciate comments.

Download "Die Slowly Stage 11"

In this version, all conflictive large cargo ships was reduced to half hitpoints, and all conflictive medium cargo ships was reduced to 66% of original hitpoints.

Theoretically, it must make they be able to sink with a single torp, but the empty ships, wich appears often demand 4, and cargo demand 2, and fuel or ammo 1 or even in rare cases 2.

Yamato needs almost 6, and smaller battleships as Kongo needs 4, and heavy cruisers needs 2, and Dds needs 1 or 2.

Always talking about standardr MK 14, if you use weak MK 10 or 18, you need more torps.

Tiday i will test increasing conflictive ships hitpoints.... form 50% large 66% medium to 75% large and 100% medium.

I will prepare Stage 12 for tonight with choices :
No change in conflictive ships hitpoints
75% 100%
50% 66%



Download "Die Slowly Stage 11" from here.....

http://hosted.filefront.com/Redwine



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Last edited by Redwine; 05-08-07 at 10:28 AM.
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