![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1 |
Navy Dude
![]() Join Date: Mar 2007
Posts: 178
Downloads: 0
Uploads: 0
|
![]()
Hi guy's,
I'm using the Trigger-Maru mod now for a couple of days, and also Natural sinking mechanics. It's really hard now to sink a ship, maybe too hard? For example: a medium split freighter took 2 torpedo impacts, one just before the bridge, the other one after the bridge. I waited about 20 minutes, she did'nt went down. Tried to finish her off with my 4,5" deck gun. She's taken more then 80 shells and she's still floating. Not even a fire broak out on board! These japanese engineers really build superior ships ![]() I'm not sure, but i think that if a 2400 Ton's ship gets hit by two torpedo's, she probably will go down, maybe even break apart? Am i wrong or is there something not quite correct? Maybe the power of the torpedo's is too weak, or the ships too strong? Regards, fvd |
![]() |
![]() |
![]() |
#2 |
Loader
![]() Join Date: Jul 2006
Location: colchester uk
Posts: 83
Downloads: 141
Uploads: 0
|
![]()
its the ai even with nsm its still sux, half the time small freigthers at 1600 tons whizz off at 10 knots after taking a torp midship, or in the engine room. you chase them and hit them on the waterline with your 4.5 several times plus take off theyre prop and they still do 5 plus knots for 10 mins
![]() the game even with mods is way from perfect where it comes to hitpoints.
__________________
![]() FX6450 X6 3.9GHZ, 8GB DDR3 RIPJAWS, MSI GF760GTX OC. MSI 890FXA-GD65. |
![]() |
![]() |
![]() |
#3 |
Rear Admiral
![]() |
![]()
The thing with NSM, particuarlly with deck shells, is you have to HIT BELOW THE WATERLINE.
With NSM you sink by flooding. Not Hit point loss. You could fire 1000 shells into a merchant and it won't sink if its above the waterline. Also if a ship rolls, and the torpedod area rises above the waterline, it too, will stop flooding. |
![]() |
![]() |
![]() |
#4 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
Uploads: 0
|
![]()
2 good places to hit them with useing the zone's file's from ROW is the engine room DIRECTLY bellow the single stack or if a dual stack right inbetween them. This causes a large explosion that damages forward and aft compartments of the engine room.
Also I made both the rudder and the props distructable in the zone's files so a hit there will usualy disable them. |
![]() |
![]() |
![]() |
#5 |
Admiral
![]() Join Date: Aug 2007
Location: Suomi, sauna, puukko, perkele
Posts: 2,346
Downloads: 39
Uploads: 0
|
![]()
Unsinkable ships was precisely the reason why I stopped using NSM 3.3 and returned to the damage model in TMaru 1.6.4. This problem only occurred with destroyers and subchasers. Sometimes I could easily put as much as 9 torpedoes into a single destroyer, and it would sail away without even a slight list. I'm talking about 9 certain, confirmed with external camera hits here, no prematures or duds. Talk about being scared ****less, when a perfect down the throat shot only shakes the enemy for a moment, after which he continues his attack run like nothing ever happened. Strangely enough I never had problems with merchants or larger warships, only destroyers and subchasers. Other than that, NSM sure has potential and seems to work as advertised
![]() |
![]() |
![]() |
![]() |
#6 | |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
Uploads: 0
|
![]() Quote:
Redwine found this out and I told the Dev's about it but I did not get a confirmation on if they got my e-mail or not. |
|
![]() |
![]() |
![]() |
|
|