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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Nub
![]() Join Date: Aug 2007
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Does anyone know if there is a way to modify the Crew health/damage model so it's a little more realistic?
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#2 |
Ace of the Deep
![]() Join Date: Feb 2007
Location: Adelaide, Australia
Posts: 1,047
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Welcome FatCat. I couldn't possible say but if compared to SH3 format then the SH4 model is much more complicated.
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#3 |
Silent Hunter
![]() Join Date: Apr 2007
Posts: 4,404
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Well mate - describe what you think "realisitic" is. Not saying that what we have is realisitic, but damage is moddable in a number of ways, so some tweaking could be done. Just need an idea of the direction you want to take it.
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Good Hunting! Captain Haplo ![]() |
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#4 |
Canadian Wolf
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Welcome to SUBSIM
![]() I like the current model, but am interested to hear what you have to add, options are nice ![]() RDP |
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#5 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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I'd like the deck crew to be wounded or killed if hit by 20/25mm cannon fire.
You can parked next to a ship armed with AAA guns, and they will put a zillion rounds into the sub, all over, and the deck crew doesn't blink, much less get hurt. |
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#6 | |
Nub
![]() Join Date: Aug 2007
Posts: 2
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#7 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
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^^^^ yeah.
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#8 |
Ace of the Deep
![]() Join Date: Jul 2007
Location: The details of my life are quite inconsequential
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Just a thought here:
I looked at the files and can't see anything to make the crew any less resilent to being pounded by AA fire. But I was thinking... What if we reduced the Health Value from a default of 100 to something more like 40-50 and were able to make the sim think that that was a normal max? That way, when they crewmen do get wounded, there'll be a lot less points they can lose before they are KIA. Just an idea. Not familiar enough with the system to know if it's viable. Peto |
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#9 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
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since 20mm does no damage at all to the sub, I guess i should try upping the damage the 20/25mm does first.
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#10 |
Weps
![]() Join Date: Jul 2007
Location: Bentonville, AR
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not that I wish death on my crew members, but from surface attacks from planes and other ships should result in something especially from "heavy" spraying and heavy depth charges could produce results from the enemy as well. Banged up personnel...
hey, maybe we could add mental issues to the health too ![]()
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#11 |
Silent Hunter
![]() Join Date: Apr 2007
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Tater, we had discussed the vulnerability of the deck gun crew. It looks like the vulnerability is tied to the exposure variable. I have not had time to do more than a couple of tests, but if everyone could give some feedback on the amount of damage they would expect to see, I may be able to work something up over the weekend. The real problem with increasing the vulnerability inside the sub is that the damage is applied across all the watches, not just the active group. This means if a few get hurt, your likely to have alot of injured folks in a single compartment. Thats going to really affect DC if your pinned in by escorts.... Just something to keep in mind. We will see what a start can be made and then find out how much tweaking is available from there.
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#12 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
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I tried those suggestions before. Upped exposure to 9, and even cut armor to 9 from 15 on tower in zones. worked fine for surface fights, but was a disaster for DC attacks.
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