DCs are giving me fits. That and the sub DM.
Something is very screwy. I tested looking for drops that resulted in near contact hits on a tambor, 1943. I lucked out, and managed a few tests with nearly identical hits. The hits were just abaft of the conning tower, a little above the deck gun in height. Well within 4m of the deck.
A stock DC (170 to 230 HP, 4.5m min, 40m max radius) nearly sank the boat. Loads of damage to systems, and a few "1" bulkhead damages.
I tested the mod I posted altered for the 162kg DC did 340 to 500 HP damage, with the radii set to 5.5m min, and 16 max. An almost identical hit did a bunch of damage, but not nearly as critical as the stock DC.
The radius is far more important than the HP value, I'm beginning to think the RFB/TM method of dropping the radius is making DCs far too weak. Note that I entirely agree with the goals of DC changes in both mods—a lot of DC attacks, but more survivable due to complex reasons in the game (when they do drop, they are depth accurate in aim, etc.). My goal is not uber DCs, but I think that DCs that are in contact, or nearly in contact should have a good chance to cripple the boat, while DCs farther out (past maybe 15m or so) should do nearly nothing at all other than shake the boat. The exact certain death radius, etc is a gameplay tweak, but I'd like it to be possible. Note that in testing sub DMs I put every single torpedo from a fleet boat into an S boat and never once got her to sink.
I'm going to test a stock DC with a small radius (~16) and a HUGE HP value, with a small range (like 900 min, 1000 max) and see what happens.
Actually, I think I need to test/tweak until a DC going off inside 6m sinks a sub, any sub, with 1 hit every time. I'd have the range of damage values vary by 1 HP. 999 to 1000, for example. That would be a boundry value, not what I'd use to play.
Then I can dial down the min damage to control the % of sure kills inside 6m. If 800 is massive damage inside 6m, and 1000 is a 100% kill, then an 800-1000 range might give desired results for a close drop. I could also make the min range considerably lower to create variablity/playability.
Then I can look at the radius and how it affects things. Right now as I see it sub damage is VERY sensitive to max radius, and pretty insensitive to DC damage max/min.
The issue with just upping the radius seems to be cumulative damage. With an ahistorically high radius (the stock 40m), there is the chance that many DCs too far away to do damage in RL might cripple the sub via a lot of small hp damage.
tater
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