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#1 |
Navy Seal
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Hard data about this is very hard to com by. All the various navies seemed to think that a 300lb DC would be lethal within an average of about 6 meters. They don't list the depth, however.
That means a single DC within that range will kill a sub, or force it to the surface. Current DCs are no where near that effective. Not even close at 6m. You can have them go off in contact, or actually inside the sub and it won't kill the boat for sure. I did a lot of testing on this, and single DC kills are virtually impossible. So, the questions... First, in the case of depth charges detonating close enough that the explosion graphic overlaps the hull (2-3m), should a single DC on an undamage sub be: 1. Certainly fatal. 2. Almost Certainly fatal (75%+). 3. Probably fatal (51%+). 4. Possibly fatal (10-50%). 5. Rarely fatal (<10%). 6. Never fatal. Second, in the case of the 6m radius mentioned, should a single DC on an undamaged sub be: A. Certainly fatal. B. Almost Certainly fatal. C. Probably fatal. D. Possibly fatal. E. Rarely fatal. F. Never fatal. FATAL means the either an instant spinning death screen, damage that REQUIRES blowing tanks to surface, or a mission kill (no more engines, props, fuel, etc). My personal answers would be: 2 and D, given no good source to prove it otherwise. I tend to think it might more realistically be 1 and C, however. The current game (stock) is 4 and F, as a comparison (with any mod that doesn't up DC EF values or radii—so stock, rfb, and TM are here). tater Last edited by tater; 11-29-07 at 09:50 PM. |
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#2 |
The Old Man
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I'd say 3 and D but 2 and D would be better then stock.
I wouldn't want the game to be too hard if you know what I mean.
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#3 |
Navy Seal
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Well, when I finally dial stuff in, I might make a couple versions available. An overall mod to the dat/sim/eqp files for the ships that all use, and a couple versions of the zon with different EF values etc. Just curious what people think so I know how to dial 'em in.
I should add the caveat that single DCs WILL kill you right now if they are in virtual contact (inside MinRadius) and the boat is DEEP. Then it will domino since the boat will instantly be below crush depth. For this I am assuming only moderate depth, perhaps 40-50m (IJN claimed a single 250kg GP bomb turned DC would kill a sub---about equal to their 162kg warhead type 2, maybe less cause bombs have more jacket, less explosive than DCs). |
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#4 |
Navy Seal
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Personally, what I really miss a lot of times is a chance to die slowly. I've no objection to direct or near-direct hits being very deadly, but I'd prefer it'd end with my boat flooding uncontrollably while I try to blow ballast and lose the battle than just having the control taken away instantly and the boat plunging down. :hmm:
At distance, I'd like minor compartmental damage to be a bit more frequent. |
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#5 | |
The Old Man
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Either way, i'll never forget that moment. I thought I was done for but someone was looking out for me.
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#6 | ||
Commodore
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I still wonders why it has never been done near that good in SH3 and SH4... Sometimes there's regression compared to old so called less complex games... ![]() And that's a problem since i always found damage struggles to be a very immersive factor in a subsim. It takes an important place as it makes up for very dramatic moments. Movie directors know this very well and you often have this kind of scene in a sub movie |
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#7 |
Navy Seal
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This poll is for "shacks." Direct hits inside what was considered lethal (6m) and in virtual contact (well within the game's MinRadius value).
The distant damage is then semi-easy to tweak with MaxRadius. Right now there is no such thing as a single hit kill on a sub. Just doesn't happen at moderate depth (it will if you are near crush depth). Large MaxRadius values make a single hit do damage to more compartments, which increases "contact" lethality, but not enough. If the EFs are upped a lot, and the radius is still huge, they become too deadly presumably. Oddly, I made some DCs with the MinEF at 499 and the MaxEF at 500, and still didn't get 1 hit kills. tater |
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#8 |
Navy Seal
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1st post edited:
FATAL means the either an instant spinning death screen, damage that REQUIRES blowing tanks to surface, or a mission kill (no more engines, props, fuel, etc). Again, this is only for "skin kills" where the bomb detonates in virtual contact for part 1, and the presumed lethal radius for part 2. tater |
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#9 | |
Stowaway
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But I agree with Tater. One or two very close depth charges should be enough to kill a sub. Just not instantly. |
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#10 |
Rear Admiral
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RE : instant death
I think the cause in this might be.. i suspect, some of the fundamental mechanics have changed in code. For instance "crash speed". It used to function as a variable about how fast, or slow your sub bleed hitpoints when below crush depth. Set it for real low number, you sub crushed real slow, and you had time to recover. It does not do this in Sh4. The game seems to making an arbitrary decision that once you've been blow crush depth for X amount of time - game over, period. Going below crush depth, i did not see any H.I loss at all. just 0% damage and then BAM 100%, with nothing in between. Maybe the speed is still too high and i need to slow it down more? but i doubt that will solve anything except to delay the abitrary decision the game makes. |
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