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#1 |
Sonar Guy
![]() Join Date: Sep 2002
Location: Canada
Posts: 395
Downloads: 39
Uploads: 1
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Just a questing about modding, probably been asked a few hundred times before but which files do I have to open and change to mod the hit/damage points of enemy ships or the damage effect my own torps will have. Right now I am playing with TM 1.6 and driving an old S boat and the biggest ship I can sink in one spread is a light cruiser. I have put 4 torps into the side of both a Mogami and a Takeo class CA and both of them get away with a really heavy list. Also is there any way to have the crew just abandon ship after a list gets to a certian point? The Mogami just about had one of its shafts out of the water. I have also gone up against battleships with the same result. After eating 4 torps below the buldge a Kongo BB escaped at 14 knots. I can understand it being able to survive 4 torps but the 14 knots is the thing that gets me. I have downloaded the SH3minitweeker but I haven't beenable to get it to work, it says it that no path exists. Anyways sorry for the rant but I just thought I would put a post out on this.
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#2 | |
Canadian Wolf
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Some of the modders here will add more to the other part of your question. Trigger as you know has the Natural Sinking Mechanics Mod ( that thread has a great explanation on how it works ) added in so this has something to do with what you are talking about. Ships sink differently depending upon size, etc. RDP |
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#3 |
Helmsman
![]() Join Date: Jul 2006
Location: Hong Kong
Posts: 107
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Maybe you need to pinpoint a single compartment with 2 torpedoes to make it sink faster. Somehow I found that for heavy and armoured ship, their compartments are harder and a spread of torpedos just made it list for some angles, but pinpointing 2 eels at a point may make it smoke
![]() Hope it helps:hmm:
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#4 |
Sonar Guy
![]() Join Date: Sep 2002
Location: Canada
Posts: 395
Downloads: 39
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yeah I'll try putting two of them closer together. Speaking of damage though another thing thats really getting to me and has happend a number of times is, after surviving a depthcharging (I was at around 240 feet in an S boat, I had to blow ballest to get on the roof) my diesels won't work and I loose all dive control as soon as I go back down, even though my electric motors do work. Now this IS after taking heay damage but all flooding and visible damage has been repaired, even my damage analyzer clears me for periscope depth and there is no flooding and no damage to the dive planes transmission so theres no reason for the sever angles.
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#5 |
Commodore
![]() Join Date: Jul 2006
Posts: 625
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TM 1.6 has natural sinking mechanics 3.2. Get the latest version 3.3 here
http://www.subsim.com/radioroom/show...atural+sinking and you should be fine. Dont touch the hitpoints on your own, it wont help you because the NSM damage system is not based on hitpoints. |
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#6 | |
Canadian Wolf
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RDP Last edited by ReallyDedPoet; 09-28-07 at 12:12 PM. |
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#7 | |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
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