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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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Writing this down so I don't forget.
While I haven't seen any exploding DDs due to a collision with my sub, I've also not taken any real damage from such a collision. So I got this idea. The principal way we'd see horrific damage to our sub due to a collision would be being rammed by the DD. Bow hits sub. My idea was to add a node to every ship. The node would be at the bottom front corner of the bow. We'd then make some new, invisible weapons. A gun that has a max range of 0.1m, but does substantial damage. A small, medium, and large version, anyway. The ship gets within that range, and the gun fires (very very slow reload time so it shoots once). Sub takes damage. If the radius means the ship takes bow damage, that's OK, too. Just thinking out loud if there's not a better solution out there. |
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#2 |
Navy Seal
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Anyone capable of giving me the XYZ coords for the very front, lower tip of a DD to test?
Guess I can guestimate and put a gun there that I can see... tater |
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#3 | |
Soundman
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#4 |
Navy Seal
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Even a gun will damage both units. All that matters for that is the minradius and maxradius. I can set a gun to make an identical explosion to a DC, NP.
BTW, anyone else having a bear of a time seeing anything on subsim? It is now taking a few minutes to load subsim pages for me. |
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#5 |
Ace of the Deep
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Great idea tater!!! And Yes--there is a lot of lag on the site for me too.
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If your target has a 30 degree AOB, the range from his base course line equals the current range divided by 2. |
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#6 |
Ace of the Deep
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Thought the site was a bit slow loading, thought it was my wireless connection but it seems fine.
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#7 |
Navy Seal
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can't get a gun to fire underwater yet.
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#8 | |
Stowaway
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its explosive is contact set already and should be very adjustible (i assume it works like normal torp damage) as far as damage radius and intensity |
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#9 |
Seasoned Skipper
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what about a mine ?
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"victim's ? ... arent we all ? " |
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#10 |
Navy Seal
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The trick is placing one attached so that it works. Might try that.
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#11 |
Grey Wolf
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yeah i was findin subsim really slow last night as well. great idea about the collision stuff, i just experienced my 1st ramming last last from a DD with no damage sustained which is disapointing since it was supposed to be fixes in 1.4.
good luck with your idea tater |
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#12 |
Medic
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Hi Tater,
I just let you a private message about ramming. I'm waiting for your reply if ou are interested. Best Regards, Jean |
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#13 |
Navy Seal
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Jean made the observation that ramming with larger ships produces sub damage, and that DDs can damage S-boats.
This leads me to believe that a novel technique might not be required. I think we need to look at the zon files and see why S-boats take damage from DDs. Odd, because S-boats have large hitpoints (more than Sargo, for example), but perhaps the individual zon stuff is less armored. Need to check this. tater |
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#14 |
Ace of the Deep
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Note: S-Class is shallower in water at periscope depth, than other classes. Could that be a factor?
Thinking about how subs seem to have a center of damage (ie dc's need to go off near center for hellacious damage) could the same principle apply for ramming? It's not just being rammed that matters, it's where they hit you that counts most? Those two points could be affecting each other as well. Just BSing (BrainStorming).
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If your target has a 30 degree AOB, the range from his base course line equals the current range divided by 2. |
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#15 |
Medic
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Hi,
I apologyed for contacting only Tater, but English language is a real problem for me, ![]() He will be more able than me to explain what's happened and where searching for the solution and post the files at filefront if he think that the way I explore is interesting. I am sure that the solution is no far... ![]() Best regards Jean Last edited by jean74; 12-11-07 at 06:28 AM. |
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