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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Helmsman
![]() Join Date: Jan 2006
Posts: 107
Downloads: 0
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TORPEDO +20% or +25% more powerful (Updated version, patch 1.2 compatible)
![]() ![]() Install this MOD with JSGME http://www.users.on.net/%7Ejscones/software/products/jsgme_setup.exe Download and choose which MOD you want to install. (Don't install both ![]() ![]() I use the 20% MOD. Because 25% was slightly too powerful in terms of trying to achieve my own preferance in balance between fun and challenge. You may like 25%. ![]() ----------------------------------- \Data\Library\Torpedoes_US.zon ----------------------------- ![]() ---------------------------------- The 4 variables that determine the destructive power of each of the six USA Submarine Torpedoes in the game were each inceased. The MK10, MK14, MK16, MK18, MK23, MK27. There are only 4 moddable numbers for each torpedo's hitting power in the game. These are the minimum and maximum RADIUS of the area on the target that is effected by the torpedo's explosion. And the minimum and maximum EXPLOSIVE POWER of the torpedo warhead. These ranges in value simulate the fact that in real WWII naval warfare, when a torpedo hit a ship the resulting explosion was never guaranteed to be always the same. This MOD keeps true to that simulation. So in this game, when you shoot a torpedo and it hits your target, the resulting damage could be 50% less than the possible maximum. I checked and rechecked these MODs for mistakes. ![]() ![]() ![]() ---------------------------------- In my opinion the original torpedoes in this game were slightly underpowered. I wanted to increase that power just enough to balance things out in favor of having more fun and satisfaction. Which has to also include maintaining the game's challenge. So it's not too easy. The true devastating power and the dread of being on a ship and being struck by a torpedo is enhanced slightly by this MOD. I'm guessing that at least 20% to 25% fewer cripples will occur. Replaced by single shot kills. And the occasional requirement of pumping 4 MK14 torpedoes into a large cargo ship to sink it should be reduced or perhaps even eliminated now. Three strikes and your out, if you work for the Japanese Merchant Marine Fleet on a heavy transport. ![]() Last edited by CaptainKobuk; 04-23-07 at 06:37 AM. |
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#2 |
Mate
![]() Join Date: Mar 2007
Posts: 52
Downloads: 18
Uploads: 0
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w00w00! Thanks CaptainKobuk - the 20% mod is exactly what I wanted after trying out your 25% mod.
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#3 | |
Helmsman
![]() Join Date: Jan 2006
Posts: 107
Downloads: 0
Uploads: 0
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![]() Quote:
The most powerful torpedo in the game arrives later on. Much stronger than an MK14. I'll swap MODS and return to 20% then. Not a lot of difference but mainly just a step in a direction up or down in power. |
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#4 |
Soundman
![]() Join Date: May 2006
Posts: 148
Downloads: 24
Uploads: 0
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I agree with your line of reasoning, CaptainKobuk.
This mod adds a bit to the fun while it still does not always guarantee a kill with even 2 torps on some merchants. Someone said that IF the devs fix the ship damage modelling etc. etc. One will grow old and frustrated waiting for the dev to "perhaps" fix something or not. Well done. `S |
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#5 |
Stowaway
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THe damage seems to be right, but the blast power seems excessive. I've had sub chasers get blown in half, and each half pop ten or twenty feet in the air, spin end over end, and then sink almost instantly. I know they're tiny ships, but that still seems a bit much.
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#6 |
Torpedoman
![]() Join Date: Apr 2007
Posts: 119
Downloads: 0
Uploads: 0
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LOL I have never seen that, sounds hilarious.
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