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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Seal
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Asked this long time ago, never seemed to get an answer or don't remember.I created a mod that upped hull strength, so no more(well rarely, unless its a direct hit from a depth charge) "instadeath" blows from one charge, but a more realistic sub death attributed to damage taken throughout an attack.However, problem is the bulkheads are still way too vulnerable.US fleetboats were tough, but the bulkheads are weak in game.Anyone know how to fix this? Which files etc? Just lost my first career back thanks to the unrealistic weak bulkheads.Thanks in advance.
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#2 |
Ocean Warrior
![]() Join Date: Dec 2007
Location: Between test depth and periscope depth
Posts: 3,021
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Zones.cfg i think is what you're looking for. Use that file in conjunction with the vessels zon file to determine what to look for specifically. For example forward torpedo room is a 201 or something like that.
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USS Kentucky SSBN 737 (G) Comms Div 2003-2006 Qualified 19 November 03 Yes I was really on a submarine. |
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#3 |
Stowaway
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yep, zones.cfg is where that stuff is and its a huge file so be patient and search by key words to find what you are looking for
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#4 |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
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![]() This may be a silly question, but why are there "bulkheads" to begin with? |
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#5 |
Best Admiral in the USN
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I think it has to do with flooding control. From the way it seems to me if you loose a bulkhead in game the water starts to flood the next compartment. Least it seems that way to me when ever I loose them in game.
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#6 |
Ocean Warrior
![]() Join Date: Dec 2007
Location: Between test depth and periscope depth
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What's even sillier is bulkhead is naval jargon for a wall. As in the the vertical pieces of steel that separate the boat into different compartments. If one bulkhead gets destroyed and there is flooding in one compartment, then there is now flooding in two compartments. But it doesn't work like that in game.
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USS Kentucky SSBN 737 (G) Comms Div 2003-2006 Qualified 19 November 03 Yes I was really on a submarine. |
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#7 | |
Navy Seal
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![]() Quote:
I agree.Really, if SH 4 had been designed properly, would have control over pumps, safety tank, ballast, etc to counter flooding etc.Also, if actual bulkhead in a sub was breached, pretty sure it was over.The game is definitely off in how vulnerable they are, which allows fast and heavy flooding with no real means to counter it.I managed to eliminate the "death blows" which were far too common and for most part, sub takes a beating over time, knocking out various vital systems and equipment, leading to a failure.Problem is, the bulkheads are far too vulnerable, when fleet boats were very well built, tough submarines with tough "bulkheads". Irritating that every time a charge gets close, it causes the bulkhead to collapse or nearly collapse.Then it floods, no way to counter flood and 3 out of 5 times, they depth charge you , flooding over overwhelms your ridiculously infeffective pumps and game over.I enjoy a tough patrol, I purposely set skill level of escorts higher than default in RSRD because were too easy, but want a chance, esp with all the time invested in a patrol or career. |
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#8 | |
Silent Hunter
![]() Join Date: Sep 2010
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![]() Quote:
That was my understanding of bulkhead, but AFAIK, there are no 'bulkheads' for the ships in the game. So why did the devs put them in? I suppose they had a reason, and it would be nice to know what it was. |
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#9 | |
Silent Hunter
![]() Join Date: Apr 2002
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From an old post by Dan Elanaiba, but still useful:
Quote:
Based on that, not sure to what extent the bulkheads have an impact in game.
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