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#1 |
Planesman
![]() Join Date: Feb 2009
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Can someone check into the yamato for 1.5? I just played a mission where 2 iowa BB, another BB, a north hampton, and some other heavycruiser along with a couple DD sent a steady stream of shells into a disabled yamato and despite several large explosions on deck, and the elimination of it's complement of pete search planes, nothing happened. The US TF passed within 1200 yards, hammering away, and just sailed of yamato still firing. Seems it's only subseptable to my torepedo.
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#2 | |
Silent Hunter
![]() Join Date: Feb 2008
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keltos |
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#3 |
Planesman
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no..I'll wait to see if it ends up in GFO or something..and it really doesn't solve the problem. It may sink the yamato..but it should be subseptable to gun damage even from ships as small as light cruiser. I don't think I saw the Iowa being damaged either, for that matter.
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#4 |
Stowaway
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they might not have above water damage zones, many ships have missing zones where you cant hurt them and the decks of ships "may" be one.
just because the deck equipt is damaged doesnt mean the actual ship gets damaged now that thats been said, its most likely they arent getting enough damage because of armor levels. if the shells armor level is too low then it cant get through the ships AP or armor piercing number. ships have a certain amout of armor levels (found under "CollisionableObject") and shells "must" impact enough armor piercing damage (found under "AP") to get past it and damage anything. the "AP" is each hit gives that number of damage so add em up to see what it takes. the numbers are found in the "shells.zon" and each individual ships ".zon" file i never spent much time editing damage so maybe i missunderstood something about how it works but those are the values you mod to change how the ship gets damaged. all this only matters IF the ship has a damage zone for the area being damaged so you still might have indestructable areas somewhere if there is a damage zone missing. compare torpedos to the shells and you see there is a big difference. if you change anything i suggest you lower the ships numbers down to nearer the levels of the next BB that does sink and not raise the shells number or you'll end up with one hit = instant death to your sub which is fine for a large gun but not what you want from a DD shelling you. |
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#5 |
Planesman
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I suppose, though I would suspect that if the yamato had ever been able to train it's guns on a DD or sub in the war one hit is all it would take. I'll hafta see if the main guns for the iowa and yamato are used any where else (in theory..they shouldn't be..iowa's guns should be slightly smaller than the yam's big ones..and those should be the only ones.
OK, found the zon's in question, but they're jibberish in notepad..
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#6 | |
Captain
![]() Join Date: Aug 2009
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Long story short, I once torpedoed a merchant, and he went dead in the water with the back third or so of his ship below water but didn't sink. I ended up behind him, and fired a torpedo at him to finish it off. Torpedo hit the deck and didn't to squat. |
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#7 | |
Stowaway
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you have to use s3d for them and be warned, they arent marked so every gun looks the same. isnt it nice to know the 20mm cant be identified from the 14" guns lol. there is a key chart you can use to find the correct node number for the gun you want to mod. its found here: http://www.subsim.com/radioroom/showthread.php?t=132253 |
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#8 | |
Planesman
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Or I can hope webster updates GFO ![]()
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#9 |
Rear Admiral
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hmm, might have been damaged, but the stupid damage model dosent render it... (ive seen this.)
sh4s damage model is quite crude IMO... it often renders small shells to look like a large gun hit you... (like when a distroyer fires, and hits a sub...)
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#10 |
Stowaway
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if its shallow water thats a game issue, once a ship touches bottom you have to literally make it blow up to get a sinking or no amount of damage will finish it off. this is really something that comes up with large ships like big merchants, BB, and carriers.
also make sure you dont have any sinking mods installed or delete your "mods" folder and create a new one to "clear the jsgme backup files in case you have a mod soup issue going on. FOTRS is based on TMO so they should share the same files at least to TMO 1.6 version when FOTRS was created. |
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#11 | |
Stowaway
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#12 |
Planesman
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I don't have any mods and this was somewhat shallow but not enough for a ship, even a large one, to hit bottom before registering destroyed.
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