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#1 |
Weps
![]() Join Date: Feb 2008
Posts: 369
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Has it changed at all? I ask because I've had 3 ships break in half in my last patrol, since installing 2.1, and I don't think I've seen ANY ship break in half since Vanilla 1.4. Maybe once when I torpedo's the heck out of a boat, but these were with single shot torps or a few rounds from the deck gun.
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#2 |
Chief of the Boat
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No major changes.....ships have always broken in half, it just depends on the individual set of conditions at the time.
Mind you, I have noticed similar phenomena myself recently. |
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#3 |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
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As it happens, I was doing some tests the other day on the damage model. I was testing a JSGME mod, but in order to get a benchmark I first tested an unmodified GWX 2.1 installation with no JSGME mods enabled at all. The test was simple: start the naval artillery training mission, open fire on the merchy right in front of you, and count how many hits it takes. I did the test 10 times. On 6 of the tests it sank after around 30 shots, but on the other 4 tests it broke in half after just a few shots... and on 1 of those, it took just 1 shot! A 40% chance of breaking a Small Merchant in half with a deck gun seems a bit unrealistic, but otherwise the 2.1 damage model is great IMO.
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#4 |
Navy Seal
![]() Join Date: Nov 2006
Location: Docked on a Russian pond
Posts: 7,072
Downloads: 2
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From what I've seen so far, the way ships sink on GWX2.1 is a little more varied than previous versions. (I'm only on second patrol).
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#5 |
Stowaway
Posts: n/a
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Several units had changes made to them for 2.1 that may affect
sinking/damage. Not sure which units are in the training stuff as that's to tough for me. ![]() You will get different results depending on the rise and fall of a unit in the sea. As a ship riases, zones may be open to hits. As it sinks, those zones are covered again by the sea and take less damage if any. Any tests I do? I run at lest 75 tests. Most times I run 100 tests. I also must hit 15 perfect test in a row before I'm happy. |
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#6 |
GWX Project Director
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There was no significant change in the ship damage models between GWX version 1.03 to version 2.1.
The only DM's we changed were related to AI subs and ships that had problems. The damage models can really only be optimised for torpedo damage or deck gun damage. Hence the occasional one-shot kill on ships via using your deck gun. (We don't like this bit either.) The only way to change it to be more realistic with the deck gun, would be to remove critical hits altogether... which would have been a worse solution IMHO. (Also unrealistic.) |
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#7 |
Weps
![]() Join Date: Feb 2008
Posts: 369
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OK, thanks for the info. And again, thanks for all your free, hard work that benefits us all! It's a very fun mod.
Since I have you here, my only significant complaint about it is that the deck guns of the merchants are too accurate. But I suppose in the grand scheme of things, that's pretty minor. I just have to perfect coming up on them from an angle that prevents the use of those guns, or like most of the real German boats, just sink 'em with eels. ![]() |
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