![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1 |
Planesman
![]() Join Date: Sep 2008
Posts: 192
Downloads: 54
Uploads: 0
|
![]()
How can I know how badly my sub is damaged and how deep I can dive? I'v had a situation that I had collision with destroyed plane (it fell on me), there were no holes on the sub and no flooding, later in combat I was forced to dive deep about 75-80 meters and sub simply imploded! I didn't have a time even for a blink, not to mention "damage team" or "blow balast" orders!
__________________
Come closer... and die. |
![]() |
![]() |
![]() |
#2 |
Rear Admiral
![]() Join Date: Mar 2005
Posts: 13,224
Downloads: 5
Uploads: 0
|
![]()
If your patched up to 1.5 there is a 'counter' that shows a relative hull integrity from 0 to 100.
It is still only a rough indicator. In the management screen there is a series of icons in the damage management screen. They turn red or pink when damaged. there is a small bar to the right of each icon indicating the relative degree of damage. A full red bar and the system is damaged beyond repair. The 'bulkheads' being the most important indicator as far as structural integrity is concearned. Have one of those full red and you will be lucky to get to 80 feet. An example ![]() Still only rough indicators. You are never really sure as to "how deep can we go with this much damage". You have to use some guess work. I noticed you described the depth in meters. 80 meters is approx 240 feet deep thats pretty damn deep for a damaged sub. I rarely go that deep even when not damaged. Hope this helps some. |
![]() |
![]() |
![]() |
#3 |
Ace of the Deep
![]() Join Date: Sep 2002
Location: Oregon
Posts: 1,012
Downloads: 102
Uploads: 0
|
![]()
Don't forget those blue flooding indicators at the top...
![]() ...not to change the topic...but since you brought up the importance of hull integrity as it relates to "staying alive" I thought this would be a good oportunity to ask a related question. Probably the answer ought help the original poster too. The few times I have needed to order damage control to give a priority to their work list I've never been able to get them to repond to my orders... ![]() Usually they will simply fix whatever needs it without my input. However, the other day a destroyer came out of the fog and sent me to the bottom in 238 feet of water.... ![]() He must have considered me a dead duck (or perhaps he had inside access to the AI's information... ![]() Problem was... I had so much damage that the damage control party couldn't stay ahead of the flooding. I moved all the HULL DAMAGE jobs and the Damaged Pumps to the top prority list. I ordered the Damage control crew to fix these items..but stubbornly they kept fiddling with unimportant repairs like sonar and periscope while ignoring the essentials. ![]() The end result was that the compartments flooded beyond the point of no return and it was lights out. ![]() So then ....is their a "trick" to getting those essential hull repairs done first? What is it?..I certainly can't figure it out... ![]() BTW..the hulls were only damaged.. and only moderately so at that....not destroyed...so that isn't the explaination for the crew's refusal to fix them first...:hmm:
__________________
![]() |
![]() |
![]() |
![]() |
#4 | |
Planesman
![]() Join Date: Sep 2008
Posts: 195
Downloads: 19
Uploads: 0
|
![]() Quote:
__________________
*While troubleshooting a printer at work Me: "Do you want me to run the copies through again?" Boss: "Hold on, let me go get the alcohol first. Me: ![]() |
|
![]() |
![]() |
![]() |
#5 |
Ace of the Deep
![]() Join Date: Sep 2002
Location: Oregon
Posts: 1,012
Downloads: 102
Uploads: 0
|
![]()
:hmm: ...hmmm..never thought of that... then if thats the case it would be nice if we had an animation to give a visual clue as to what is actually being repaired or attempted by the DC crew...and their progress. They could actually have been working on the hulls and I didn't know it...
![]() ...and..if I had blown ballast I'm pretty sure that Destroyer would have been back pronto and the end result would have turned out the same anyway... ![]() ![]()
__________________
![]() |
![]() |
![]() |
![]() |
#6 |
Rear Admiral
![]() Join Date: Mar 2005
Posts: 13,224
Downloads: 5
Uploads: 0
|
![]()
It is supposed to be whatever is at the top of the 'repair priority' list gets fixed first. It does work roughly however 'other' repairs are simultanious.
If all it takes to fix the radio is plug it back in it will get repaired before the repairs on the bulkhead damaged to 80% is completed. The dedicated damage repair team works on the priority list. |
![]() |
![]() |
![]() |
#7 | |
Planesman
![]() Join Date: Sep 2008
Posts: 195
Downloads: 19
Uploads: 0
|
![]() Quote:
![]() Ok, so it doesn't usually work that way, but hey, if we wanted it easy, we'd play something like BF2. ![]()
__________________
*While troubleshooting a printer at work Me: "Do you want me to run the copies through again?" Boss: "Hold on, let me go get the alcohol first. Me: ![]() |
|
![]() |
![]() |
![]() |
#8 | |
Ace of the Deep
![]() Join Date: Jul 2008
Location: Athens, the original one.
Posts: 1,226
Downloads: 9
Uploads: 0
|
![]() Quote:
![]()
__________________
- Oh God! They're all over the place! CRASH DIVE!!! - Ehm... we can't honey. We're in the car right now. - What?... er right... Doesn't matter! We'll give it a try anyway! |
|
![]() |
![]() |
![]() |
#9 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
also keep in mind if flooding forward you can prevent sinking and stay up much easier in reverse than going forward. this trick has saved me more than once with flooding in forward torpedo room.
|
![]() |
![]() |
#10 | |
Ace of the Deep
![]() Join Date: Jul 2008
Location: Athens, the original one.
Posts: 1,226
Downloads: 9
Uploads: 0
|
![]() Quote:
![]() ![]() ![]()
__________________
- Oh God! They're all over the place! CRASH DIVE!!! - Ehm... we can't honey. We're in the car right now. - What?... er right... Doesn't matter! We'll give it a try anyway! |
|
![]() |
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|