View Single Post
Old 08-12-07, 06:46 AM   #3
ubik
Nub
 
Join Date: Aug 2007
Posts: 4
Downloads: 3
Uploads: 0
Default

Quote:
Originally Posted by WernerSobe
Quote:
Originally Posted by ubik
My first post here, first of all, let me say thank you for an excellent mod that goes great with TM 1.5.


Now for the questions:

Will explosive rounds still be usable even if not penetrating the armour?

Is flamability considered in the damage model?

What are the present effects of a ship on fire? Pure eyecandy or can we expect some kind of continual damage to the object?

Is it possible for the damage control parties to put out a fire?



Thanks again for the hard work!
1. no, the shell must pass the hull or it does no damage. Its not finished yet i will fix it so the HE shells will penetrate all merchants.

2. not sure what you mean. But yes ships will catch on fire.

3. no its just an animated effect it doesnt add more damage over time. To be honest i doubt that its possible with sh4, anyway maybe there is a workaround that i dont know about but i think i can see the entire picture of the damage system already (i even dream of hex codes at night and know what they mean) and i havent found a way for damage over time.

4. fires will disappear on their own after a while.

Thanks for clarifying!

Anyway, since the HE rounds have a lesser penetration capability than the AP rounds will here be any instances where they are "better" to be used?
ubik is offline   Reply With Quote